Incorrect shading for SubSurface profile in the Blueprint Viewport.

UE - Graphics Features - Dec 30, 2016

The Subsurface shading looks incorrect in the Blueprint Viewport window. Adjusting the cvar for r.sss.checkerboard from the default value of 2 to 1 looks more correct and a value of 0 switches back ...

Dbuffer Normals Incorrect In Forward Rendering

UE - Graphics Features - Apr 17, 2017

After enabling forward shading materials with their decal response set to "normal" have incorrect shading. In the example project there are many pointlights and their specular highlight doesn't disp ...

When move selected foliage to level, Foliage can not move to level.

UE - World Creation - Worldbuilding Tools - Foliage - Jul 18, 2017

With 4.15, I can move Foliage to "Sublevel B", but I can not move it with 4.16. It seems to be affected by the update in 4.16 (New: When moving a foliage asset to a new level, you will now be prompt ...

White Artifacts on the Edges Static Meshes with MSAA enabled

UE - Graphics Features - Jul 6, 2018

White artifacts will appear on the edges of static meshes with MSAA enabled. If you change to deferred shading the issue is still there however it is less noticeable. Similar to UE- Founding in ...

GPU Particles Don't Spawn at Correct Location When Used as Collision Event Receiver

UE - Niagara - Oct 8, 2018

GPU emitter doesn't spawn particles at expected location when it is an event receiver. Also disabling Interpolate Spawning in the emitter properties affect this behavior as well, making the particle ...

Objects with centered pivots become Actors instead of StaticMeshActors when imported via Datasmith

UE - Editor - Content Pipeline - Datasmith - Exporters - Jan 18, 2019

When selecting "affect pivot only" and choosing "center pivot" on 56 objects in 3DS Max 2019, 4 of them imported into Datasmith as Actors and not StaticMeshActors. This makes it seemingly impossible ...

Vector addition wildcard does not cast from integer to float (double-precision) when split apart vector pin is utilized

UE - Gameplay - Blueprint - May 13, 2022

Vector addition wildcard does not cast from integer to float (double-precision) when split apart vector pin is utilized. You can also utilize a Vector2D to get the same results. Repro Rate: 3/3 Te ...

Geometry Collection component in BP always visible

UE - Simulation - Physics - Destruction - Dec 1, 2022

Reproduced 3/3 times, issue does not occur in //UE5/Release-5.0 - CL 20979098 Binary. Confirmed Regression. It's only through the Details panel that this happens; Geometry Collection visibility can ...

Disabling Cast Static Shadows on Stationary Lights causes dynamic shadows to not render

UE - Graphics Features - Shadows - Jan 3, 2023

Regression: Tested in UE5/Release-5.1, this issue occurs as well. The shadows render properly for the sphere when Virtual Shadow Maps is set as the Shadow Method, as well as when Ray Traced Shadows ...

Unable to select object when using DistanceToNearestSurface node for Opacity Mask in Masked Material

UE - Rendering Architecture - Materials - Mar 6, 2023

From observations, this seems to be related to how the mesh selection works, and may be making the pixel under the mouse masked away. Adding a value >= 0.5 between the clamp and the Opacity Mask out ...