Black screen caused by depth of field on several mobile devices

UE - Platform - Mobile - Apr 24, 2017

DOF does not display correctly(screen turns black) on several mobile devices. I could repro the issue on:Samsung GALAXY S7, Android 6.0.1Xperia X Performance (F8132), Android 6.0.1 ...

IOS force feedback strength does not increase

UE - Platform - Mobile - Jan 15, 2019

Force feedback does not strengthen when expected on IOS. It stays the same regardless of where the pawn is on either the red or yellow squares. Tested on 9753_iPhone 7+ 12.0.1 and 16021_iPhone XS ...

Groom renders black through Single Water Layer materials

UE - Graphics Features - Jan 9, 2023

Regression: Tested in UE5/Release-5.0, this issue occurs so this is not a regression ...

The layer option for grid panels do not appear to be having an effect on draw order

UE - Editor - UI Systems - Feb 1, 2016

It appears that users are unable to order widgets within a grid panel so as to set what widget that would like to be in the front. The layer option in the details panel says that it affects draw ord ...

Decals Normal only + Material Attributes

UE - Graphics Features - Mar 24, 2023

This does not just work with BaseColor, you can affect any of the outputs by connecting something to a disconnected CreateMaterialAttributes. ...

Light components stay visible if "Actor Hidden In Game" is checked

UE - Graphics Features - Feb 6, 2017

Light components stay visible if "Actor Hidden In Game" is checked. This issue occurs even when other components (such as a static mesh) are no longer visible. I tested with a static mesh component ...

DeltaTime returns inaccurate time when Tick Interval is positive

UE - Gameplay - May 30, 2017

When disabling/enabling tick at runtime, if (TickInterval == 0) then DeltaTime returns as the length of a frame, but if (TickInterval > 0) DeltaTime returns as the length between when tick was disab ...

Interface with one or more BlueprintNativeEvent declarations will lead to a compile failure during packaging with Blueprint nativization enabled.

UE - Gameplay - Blueprint - Nov 14, 2017

In the UHT boilerplate that's generated for the FGUseableInterface type, there is a pure virtual declaration that's emitted for the BlueprintNativeEvent's required _Implementation() method: #define ...

When searching for the "Timespan / float" the Context Sensitive search returns "Timespan * float"

UE - Gameplay - Sep 13, 2019

When searching for the "Timespan / float" the Context Sensitive search returns "Timespan * float". Found in 4.22.3 CL#7053642 Reproduced in 4.23.0 CL#8386587, 4.24.0 Main CL#8671808 ...

App crashes when Launching on or launching packaged project on tvOS or iOS

UE - Platform - Mobile - Aug 1, 2016

Launch on to tvOS crashes the app on the device and returns the user to the main screen. This also affects packaged projects Update Project packaged in shipping configuration launched successfully ...