Landscape Mode automatically turns on Game View in Viewport

UE - LD & Modeling - Terrain - Landscape - Oct 31, 2016

Landscape Mode automatically turns on game view in the level Viewport. Regression (yes) issue (does not) occur 4.13.2 ...

Update Instance Transform is not working

UE - Graphics Features - Jun 16, 2015

When a blueprint calls for 'update instance transform' the scaling and location value doesn't actually work. ...

Editor Crashes When Count on Mid Node is Less Than 0

UE - Gameplay - Dec 29, 2016

The editor crashes when the Count parameter passed into the Mid function is < 0. There is an assertion check(Count >= 0); in FString Mid in UnrealString.h, but an error message would be expected ...

Landscape components render black

UE - LD & Modeling - Terrain - Landscape - Dec 1, 2016

Workaround:Open the Landscape Material and click SaveReload the level Landscape components render black upon first-time compile. Observed in QA-Landscape - several chunks of the Landscape were bla ...

Out of date info and typo in comments for DDC in BaseEngine.ini

UE - Foundation - Core - Jan 25, 2017

In BaseEngine.ini,Comment says "DerivedDataBackendGraph is the default graph" - this information needs to be updated to mention that launcher installs of the engine would use "InstalledDerivedDataB ...

RawDataCurve is still saved in cooked builds even though it isn't needed

OLD - Anim - Oct 27, 2016

RawDataCurve is still saved in cooked builds even though it isn't needed ...

LOD distance does not match between StaticMesh and SkeletalMesh

UE - Rendering Architecture - RHI - Nov 26, 2019

[Feature Request] Validate resource lifetimes in Mesh Draw Commands to help debug dangling pointers.

UE - Graphics Features - Nov 22, 2019

Mesh draw commands don't hold strong references to resources. When caching mesh draw commands, their lifetimes can match the parent scene proxy, which can be very long. This increases the chance tha ...

Update warning in FActiveGameplayEffectsContainer::ApplyModToAttribute to consider batching

UE - Gameplay - Feb 19, 2021

The ModcallbackData won't be consumed while applying stacked Gameplay Effects if the updates are being batched. This triggers a false warning in FActiveGameplayEffectsContainer::ApplyModToAttribute. ...