Skeletal Mesh Collapses with OpenGL ES3.1 on Tegra K1 devices

UE - Platform - Mobile - Oct 18, 2016

When launching to an Android device that supports ES3.1 skeletal meshes seem to collapse in game. ...

Pausing PIE does not stop timelines from running if players is set to more than 1

UE - Networking - Nov 23, 2015

Pausing PIE does not stop timelines from running if players is set to more than 1. Test project attached. Reproduced in 4.9.2 binary, 4.10.0 binary, and Main (CL# 2776829) ...

ContentExamples: PhysicalAnimation Example 1.2 the P in "BluePrint" is capitalized

Docs - Samples - Jan 19, 2017

The P in "BluePrint" is capitalized in Example 1.2 of PhysicsAnimation level. The word Blueprint should match the documentation https://docs.unrealengine.com/latest/INT/Engine/Blueprints/index.htm ...

ContentExamples: StaticMeshes Example 1.7 "StaticMeshEditor" is all one word

Docs - Samples - Jan 19, 2017

StaticMeshes Example 1.7 "StaticMeshEditor" is all one word The word Static Mesh Editor is 3 separate words in unreal documentation https://docs.unrealengine.com/latest/INT/Engine/Content/Types/Sta ...

Child Actor component is not affected by the 'Visible' and 'Hidden in Game' settings

UE - Gameplay - Apr 16, 2015

Child Actor component is not affected by the 'Visible' and 'Hidden in Game' settings. It is still rendered in the bp viewport and in the level during play. Even if the 'bpSelf' is set to hide in g ...

Snap to Bone doesn't actually affect the rotation of a Constraint in the PhAT editor

UE - Simulation - Physics - Feb 20, 2018

Snap to Bone doesn't actually affect the rotation of a Constraint in the PhAT editor. The visualizer does show the expected rotation but the Constraint will still rotate in the same direction it was ...

ARKit: Metal Desktop Renderer + Metal v2.1 = Black View

UE - Platform - XR - Jan 26, 2020

If Metal Desktop Renderer and Metal v2.1 are both active, the AR passthrough camera renders as black. Issue not observed if only 'Metal Desktop Renderer' or 'Metal 2.1' is selected Issue not obs ...

When Mobile Deferred Shading, the DBuffer Decal is affected by metallic value

UE - Platform - Mobile - Jul 22, 2021

Use Deferred Shading (r.Mobile.ShadingPath=1) Enable DBuffer Decal All Lights’s mobility is Static Decal Material settings : Material Domain - Deferred DecalBlend Mode - TranslucentDecal Blend Mo ...

Editor Crashes on Startup After Enabling Forward Shading When r.LightPropagationVolume=1

UE - Graphics Features - May 4, 2018

If r.LightPropagationVolume=1 in ConsoleVariables.ini, enabling forward rendering and then restarting the editor results in a crash. This occurs in 4.18.3 and 4.19.2. ...

MaterialCurve of AnimSequence is not working with LOD 1~ if assigned Material manually

OLD - Anim - Apr 3, 2015

MaterialCurve of AnimSequence is not working with LOD 1~ if assigned Material manually. Assigning material to LOD0 seems sharing material info with other LODs but material info is never shared if as ...