Post Process Volume Priority Doesn't Affect Post Process Materials

UE - Graphics Features - Sep 17, 2018

Post process volume priority doesn't affect post process materials. Found in 4.19 CL# 4033788, 4.20 CL# 4302132, and 4.21 CL# 4369303 ...

When using Lighting Scenario, loading order will affect how it's applied to the instances

UE - World Creation - Worldbuilding Tools - Foliage - Mar 7, 2019

When using Lighting Scenario, loading order will affect how it's applied to the instances, resulting in corruption if content is loaded after the lighting scenario ...

Display 1.2 bouncing ball has a typo in the Math Hall of ContentExamples

Docs - Samples - Sep 19, 2016

Just a typo that needs to be fixed. ...

SetControlRotation does not affect VR

UE - Platform - XR - Oct 1, 2015

Using a Set Control Rotation node does not change the camera rotation when in VR mode. ...

GeometryCollectionComponent take +1 frame to be marked as dirty

UE - Simulation - Physics - May 25, 2023

Debugging the code I have been able to verify that in GeometryCollectionComponent.cpp line:2318, the if condition happens every two frames. I think DynamicCollection is not setting all the frames a ...

Camera Shake Oscillation Duration no longer accepts -1 as indefinite

UE - Gameplay - Jul 30, 2015

The Camera Shake Class no longer allows for indefinite shaking via setting a negative value in the Oscillation duration, per the tooltip instructions. This happens when using either the Play World ...

Creating a BSP modifies the default brush, adversely affecting placement of Volumes

UE - LD & Modeling - Modeling Tools - BSP - Aug 12, 2016

When a new BSP is created, modifications are made to the level's default brush. These changes affect how volumes are placed, with different BSPs causing different behavior in volume placement. ...

r.MobileContentScaleFactor appears to be ignored defaulting to 1 on Mobile Devices

UE - Platform - Mobile - Feb 28, 2022

r.MobileContentScaleFactor = 0 should return Native Resolution; 1 should return Standard definiton; 2 shold return an High Definition Resolution. It seems that r.MobileContentScaleFactor is being i ...

Specular Isn't Affected for Materials Set to the Eye Shader If r.IrisNormal is Enabled

UE - Graphics Features - Aug 27, 2019

Specular Doesn't Affect a Material with the Eye Shader If r.IrisNormal is enabled. Found in 4.22 CL# 7053642, 4.23 CL# 8115738, 4.24 CL# 8302014 ...