[GPU Lightmass] bake artifact w/ two actors of same static mesh

UE - Graphics Features - Jun 22, 2022

As per a bug report from Pixomondo: if there are two static meshes in the scene and one has a rotation, it gets a GPULM bake artifact as if it is intersecting with the unrotated version of itself. S ...

Empty Mesh Sections with MergeActors Tool

UE - World Creation - Worldbuilding Tools - HLOD - Sep 27, 2019

Map Check will output the following error, which makes no sense: SM_FourCubes_1 - 1 element(s) with zero triangles in static mesh 'SM_FourCubes' ...

Screen Space Reflection has dark artifacts at low view angles

UE - Graphics Features - Aug 23, 2016

When looking at a large flat surfaces at very sharp angles dark banding will occur at the horizon. This also occurs in 4.14 CL 3091931 Note : I've attached a 4.12.5 version of the project (SSR412) ...

Packaged GearVR Project fails Oculus Submission Validator tool

UE - Platform - Mobile - Oct 5, 2015

Running with Latest Android Works install and OpenSSL 1.0.2d, a packaged GearVR project from the Editor will fail the Oculus Submission Validator with 5 warnings. [Image Removed] Project Android S ...

A crash happens with a combination of Event Receive Tick AI and a pawn losing possession

UE - AI - May 18, 2022

User reports this is a regression because it worked in 4.27, but they converted to 5.0.1 and now it causes a crash. However, I'm unable to verify this at this time. A crash happens with a combinati ...

Cable Actor resets to initial end point position when moving the actor while Attach End is disabled

UE - Simulation - Physics - Apr 4, 2023

This is a regression. Tested in //UE5/Release-5.1 CL23901901 Additionally, I placed the cable actor in a sequencer then keyed several changes in position. The Cable actor had the same behavior of r ...

The Add node does not update in the Construction Script

UE - Gameplay - Blueprint - Feb 28, 2015

The Add node does not update in the Construction Script. Reproduced in 4.7.1 binary and Main (//depot/UE4/Promotable-CL-2455917) ...

Reduced Tessellation at edge when using world displacement

UE - Graphics Features - Jan 11, 2016

Adding a material to a mesh that is affected by world position offset has reduced tessellation around the meshes edges. This is seen when viewed in wireframe and is influenced based off of the angle ...

The Radial Blur Shader Doesn't Look Correct With Raytracing Translucency Enabled

UE - Graphics Features - Lumen - Jan 21, 2020

The Radial Blur shader doesn't look correct with ray tracing translucency enabled. Found in 4.24.1 CL#10757647 Reproduced in 4.25 Main CL#11050671 ...

Auto Exposure Compensation Curve issue when switching from Histogram to Manual

UE - Rendering Architecture - Feb 21, 2024

When switching the Camera's Exposure Metering Mode from Histogram to Manual, there is a single-frame flash. The Licensee has a proposed code change that would fix this issue. Also found in 5.4, CL 3 ...