Shader compilation error occurs when using values sampled from texture for Customized UV1

UE - Graphics Features - Jun 3, 2021

Shader compilation error occurs when using values sampled from texture for Customized UV1. No problem when connected to Customized UV0. This problem compiles well if I change the value of Const to ...

Collison and Simple Collision Mip Level Crash

UE - Graphics Tools - Terrain - Landscape - Mar 21, 2023

Video Capture Renders Black W/Metal

UE - Platform - Apple - Apr 6, 2016

From AnswerHub: Under OS X 10.11.4 using Metal on an AMD FirePro D700, captured video using the editor's built-in video capture tools is black. It doesn't matter if I attempt to capture images or v ...

Editor blocks Windows taskbar from showing if taskbar is set to auto-hide

Tools - Mar 16, 2016

If the Windows taskbar is set to auto-hide and the editor is opened on the same monitor, the taskbar cannot be accessed while the editor has focus. ...

Root Motion interpolation is incorrect when use URO

UE - Anim - Runtime - Aug 3, 2018

According to Licensee's report, Root motion is incorrect when use URO. I Investigated, in the case of "Montages Only" become TrailMode in URO. Normally Animation Interpolation has implementation, ...

Reflection across multiple viewports are different than original viewport.

UE - Graphics Features - Jan 21, 2016

When viewing reflections in multiple viewports the reflections will differ from the original viewport. ...

Masked Materials using the Forward Renderer and MSAA results in banded Gradient

UE - Graphics Features - Feb 23, 2017

Masked materials used in conjunction with MSAA and Forward Rendering results in a banded gradient which seem to correlate directly with the MSAA count variable. This is connected to the Forward Ren ...

AnimSequence's play rate is doubled when in a SyncGroup

OLD - Anim - May 11, 2018

It is because that the RateScale is multiplied twice. First at UAnimSequenceBase::TickAssetPlayer : {{ const float PlayRate = Instance.PlayRateMultiplier * this->RateScale;}} Second at UAnimSeq ...

LocalHeightFog placed in 5.3 projects are invalid and not appearing when the project is updated to 5.4

UE - Graphics Features - May 24, 2024

LocalHeightFog actors placed in levels for 5.3 projects are invalid and not appearing in levels after the project is upgraded to 5.4. This is likely due to LocalHeightFog being renamed to LocalFogVo ...

Physics actor attached during runtime doesn't have proper collision

UE - Gameplay - Oct 14, 2015

Physics actor attached during runtime doesn't have proper collision User Description: It seems that the "Weld Simulated Bodies" option on the AttachToActor function (same with AttachActorToActor) ...