Cast modulated shadows causes black screen on iOS with non-default FOV

UE - Platform - Mobile - Oct 14, 2015

Using a FOV other than 90 with Cast Modulated Shadows seems to cause a black screen and weird FOV issues on an iOS device, in 4.9.2. If the camera has FOV=90, it works fine on the iOS device. If th ...

Filling Vertex Colors does not propogate down to other LODs

Tools - Nov 19, 2018

The original reported behavior called out that filling individual channels did not apply to LODs when LOD Model Painting = False. With changes implemented in 4627582, the initial fill will reach LOD ...

Adding a widget to a grid panel inside the grid panel tick can cause an out-of-bounds error

UE - Editor - UI Systems - Slate - Jan 25, 2021

This is caused by adding an item to a grid panel inside the grid panel iteration loop. The same operation to canvas panel goes well without any errors. The difference is that the array iteration in ...

Replicated components spawned by CreateComponentOnInstance are broken by object reuse

UE - Gameplay - Apr 5, 2023

When the gameplay framework component manager creates components as part of CreateComponentOnInstance, it passes in the requested class name as the literal name of the component instead of using the ...

Reset to default behavior for arrays is inconsistent about updating customized struct headers

UE - Editor - Workflow Systems - Jun 22, 2023

The behavior for resetting the default for customized struct properties is inconsistent and needs to be reviewed and fixed. Currently we see this behavior:In non-array properties, the header will be ...

MoviePlayer loading screen with FLoadingScreenAttributes::bAllowEngineTick results in high DeltaSeconds tick post-playback

UE - Framework - Feb 16, 2024

IGameMoviePlayer playback of a movie during loading screen lets you set bAllowEngineTick  = true as a parameter. This will make FDefaultGameMoviePlayer manually tick the engine: if (GEngine && bAll ...

Generated world partition maps cause AssetManager warnings

UE - Foundation - Data Pipeline - Cooker - May 29, 2024

When cooking world partition maps, it automatically writes out several maps in a "Generated" folder below the location of the map in the editor. In the repro above, this will create maps such as /Ga ...

Does FSlateElementBatcher::AddCachedElements need to check if r.HDR.UI.CompositeMode is enabled?

UE - Editor - UI Systems - Aug 28, 2024

When a specific configuration of HDR cvars are set, PIE in a New Editor Window will not render the game world. Settings (For DefaultEngine.ini): ```[SystemSettings] r.AllowHDR=1 r.HDR.Display.Color ...

Unable to launch project from Visual Studio using installed engine build

UE - Foundation - Build - Farm - Feb 23, 2017

When a code project's engine association is switched to a local binary version of a source engine, the project will fail to open from within Visual Studio. Error message says that UE4Editor-Project ...

Phaser module is malfunctioning

UE - Audio - Apr 9, 2019

The phaser module that is part of the new Audio Engine causes audio from a Sound Cue to mute after playing for one second. The user states that the issue comes from the Phaser.cpp file producing a N ...