Tessellation not working properly on Vulkan

UE - Graphics Features - Jan 25, 2018

When a user launches content examples with -vulkan tessellation will not be working. Everything tessellated will appear as if it has no tessellation. This issue is also occurring in 4.18 ...

STAT_VolumetricLightmapBuildData is not counted correctly

UE - Graphics Features - Dec 9, 2022

STAT_VolumetricLightmapBuildData isn't counted correctly. It seems that the root cause is Volume.IndirectionTexture.DataSize is set to 0 before STAT_VolumetricLightmapBuildData is decreased.// Prec ...

Runtime Virtual Texture rendering can allocate more FRDGBuffers than expected

UE - Rendering Architecture - Dec 10, 2024

When rendering runtime virtual texture pages without throttling (when r.VT.MaxUploadsPerFrame is high or during Movie RenderQueue captures) the number of FRDGBuffers allocated by the Render Graph Bu ...

Foliage instances don't move with a static mesh when it is shared between two foliage actors

UE - World Creation - Worldbuilding Tools - Foliage - Apr 26, 2023

From Licensee: The bug comes from the call of the function `FoliagePartitioningUtils::Update` in the method `AInstancedFoliageActor::MoveInstancesForMovedComponent`. When the function `FoliageParti ...

[CrashReport] Deleting pins on Switch on Gameplay Tag Container node can cause a crash

UE - Gameplay - Blueprint Editor - Mar 15, 2017

When adding/removing pins on a Switch on Gameplay Tag Container node, it can cause a crash. There are multiple ways to get this to happen when deleting pins, the order given in the reproduction step ...

Haptic effect for Oculus touch does not last longer than ~2 seconds

UE - Platform - XR - Jan 30, 2018

Haptic effect for Oculus touch does not last longer than around 2 seconds even when set to a longer time. ...

Deferred decal does not display when running GTAO.

UE - Graphics Features - Mar 4, 2020

Deferred decal does not appear if GTAO is enabled. ...

Enhanced Input duplicately fires input event when used in Widgets.

UE - Gameplay - Input - Jun 9, 2023

When creating a UserWidget and creating a process to receive input events with Enhanced Input, input events may be generated multiple times in duplicate. To reproduce this problem, create a Widget a ...

ClothConfigNV is reset when reloading assets that had been saved with 4.24

UE - Simulation - Physics - Character - Jul 21, 2020

The new config object is created with the same serialization name as the legacy one "ClothConfigNV", causing the legacy data to be reset prior to migration. Replacing In UClothingAssetCommon::AddCl ...

Max Depenetration Velocity cannot be set to zero after setting it to a non-zero value

UE - Simulation - Physics - Mar 1, 2021

It seems that when setting the Max Depenetration Velocity to a non-zero value, you are then unable to set it back to 0. Tested in //UE4/Release-4.25 @ CL 14469661 and this did not occur so marking ...