Importing skeletal mesh with LODs and uniform scaling results in multiplicative scale per additional LOD

Tools - Feb 22, 2017

Here's a quick chart showing the current multiplicative pyramid style scaling that's occurring.Import ScalingLOD0LOD1LOD2LOD32.0248160.50.50.250.1250.06255.0525125625 ...

4.23 UpdateGrass took twice time than 4.22

UE - World Creation - Worldbuilding Tools - Foliage - Sep 12, 2019

Lumen tile classification flicker

UE - Graphics Features - Lumen - Apr 19, 2023

While we suggest using screenpercentage at 25%, it is visible at higher percentages. Video showing the flickering:https://udn.unrealengine.com/s/contentdocument/0694z00000Qw4jPAAR ...

Actors in always loaded sublevels are not immediately recorded into replays

UE - Networking - May 24, 2024

In FReplayHelper::ReplicateActor, we check Connection->ClientHasInitializedLevel(Actor->GetLevel()) to see if the actor should create a channel or not. However, the DemoNetConnection does not have a ...

[AI] SmartObjectSlot does not have a valid node ref even when it should project to navigation.

UE - AI - SmartObject - May 17, 2025

If you request a SmartObject slot entrance location and require it to be navigable, it will return a result that does not include the node ref of the nav poly for the entrance to the slot. Instead i ...

Changing the Resolution scale in Engine scalability can cause actors to be offset when ejected from the player controller

UE - Graphics Features - Nov 30, 2015

If the user turns down the Resolution scale, plays in editor, and then ejects from the currently controlled pawn The actors in the scene will be hard to click on because they appear to be offset fro ...

Thumbstick Values Resetting with Oculus Rift through SteamVR

UE - Platform - XR - Oct 11, 2018

Thumbstick values reset once max value is reached. Tested with Rift WMR Plugin off - Works normally Oculus Plugin off (Running through Steam VR) - Only X values reset. Confirmed in Packaged proj ...

APEX Plugin - Destructible Mesh creation no longer creates/assigns Mesh Material

UE - Simulation - Physics - Destruction - Dec 19, 2018

Destructible mesh material creation no longer creates/assigns DM array element with material from mesh. Workaround: Assign material manually after creating Destructible mesh Confirmed in MAIN @ CL ...

Niagara: Losing focus when editor is open

UE - Anim - Sequencer - Apr 5, 2019

Reported by a user from Reflector. ...

When TSR is enabled, the maximum brightness is clamped to about 16000.

UE - Graphics Features - Jun 7, 2022

You can also check it by enabling real-time rendering in the NewMap.umap of the attached project, and then clicking on "High Resolution Screenshots". (You may need to disable and enable post-process ...