r.VolumetricRenderTarget.PreferAsyncCompute producing different visuals

UE - Graphics Features - Aug 2, 2024

When the cvar "r.VolumetricRenderTarget.PreferAsyncCompute" is enabled, it will cause Volumetric Clouds to ignore the influence of Volumetric Fog. In high-fog environments, this can cause the clouds ...

When using Drag and Drop UMG, Projects deployed to devices will crash once the UMG is touched and moved

UE - Editor - UI Systems - Dec 30, 2014

When using Drad and Drop UMG with iOS via the information provide in the forum thread, the project will crash on the device it is deployed to when dragging the UMG ...

Unable to save project due to user created blueprint node that creates user created object

UE - Gameplay - Blueprint - Apr 28, 2015

When a user creates a blueprint node of their own that is used to spawn a user created object, the project becomes unable to be saved after the blueprint is put into use. ...

MaterialInstanceConstant doesn't refresh soft references of non-overridden texture parameter

UE - Graphics Features - Aug 22, 2022

Observed by a licensee: [Link Removed] When a material instance points to a material, and the material is edited to change a texture and the material and material instance are saved, the material i ...

Shipping build crash when unplugging then replugging Oculus HMD

UE - Platform - XR - Nov 9, 2016

Game crashes in shipping build when un-pluging the Oculus HMD, then plugging it back in. Confirmed in 4.13.2 from the launcher, did not repro via same steps in 4.14 preview 3 ...

Implied Decal Blend Modes don't account for static ignore-switch parameters in an expected way

UE - Graphics Features - Sep 28, 2021

The desired behavior from a user perspective here is that they'd be able to use Static Switches in a decal master material to toggle different features and behaviors. In the above setup, if I set th ...

DeprojectScreenPositionToWorld has inaccurate behavior in VR

UE - Platform - XR - May 6, 2015

Calling DeprojectScreenPositionToWorld while in VR mode does not project from the center of the Oculus view. Using the results of the call with a line trace will show the line coming off center fro ...

Getting Relative Location of an Object That Once Simulated Physics Returns World Location

UE - Simulation - Physics - Dec 10, 2015

Attempting to get the Relative Location of a component that once simulated physics, but has been dynamically set at runtime to not simulate physics returns the World Location instead until the actor ...

OnKeyDown does not function in packaged game

UE - Editor - UI Systems - Jul 17, 2015

Pressing down a key for a widget blueprint works in PIE however, it's not functioning once the project is packaged. Project Rar File: [Link Removed] ...

Hidden and empty categories of a UObject are shown in a Data Asset's details panel

Tools - Nov 12, 2018

When looking at the details of a UObject contained in a Data Asset, some categories are shown even though they should not be. If a category is marked as hidden in the parent class, it will be shown ...