Reflection Captures permanently unload with world streaming

UE - Graphics Features - Jul 19, 2024

When a reflection capture is unloaded due to streaming, it cannot be reloaded when the player returns to that area in the world because FReflectionCaptureData::OnDataUploadedToGPUFinal deletes the C ...

UGeometryCollectionComponent::EventDispatcher gets registered for events twice what can result in duplicate collision events being fired

UE - Simulation - Physics - Destruction - Sep 18, 2024

UGeometryCollectionComponent::EventDispatcher gets registered for events twice, once in UGeometryCollectionComponent::RegisterForEvents() and again in UChaosGameplayEventDispatcher::OnRegister(). Th ...

Base Pass Instruction Count increases on Compile and Save, then resets upon reopening Material

UE - Graphics Features - Aug 24, 2015

Material Base Pass Instruction Count will change from a value established when plugging in components pre-compile to a higher value on post compile, but when the material is reopened the count rever ...

Creating TArray of components does not allow component elements to be edited in blueprints

UE - Gameplay - Blueprint - Mar 8, 2016

When an array is used to declare actor components, the component elements that make up the array cannot be edited inside blueprints. ...

FCanvasTriangle Item not accepting information from material Vertex Color

UE - Gameplay - Jul 15, 2015

From a Draw Material Triangle you cannot use a Material calling vertex color and the provided Vertex Color Pins to yield color on the HUD drawn triangle. It will always appear White. [Image Remove ...

Networked Root Motion Sources can experience desynchronisation that is not present in animation root motion under forced adjustment

UE - Gameplay - Player Movement - Feb 13, 2024

In a networked environment with high packet loss (or high forced adjustment factor), motion applied using Root Motion Sources can desynchronise under conditions that animation root motion does not. ...

[CrashReport] UE4Editor_Landscape!FLandscapeComponentSceneProxy::DrawStaticElements() [landscaperender.cpp:1631]

UE - LD & Modeling - Terrain - Landscape - Nov 5, 2018

User comments in crash group:Enabled Flat Tesselation on a Terrain Material.I saved the material. 1628 if (HasTessellationEnabled) 1629 { 1630 ***** UMaterialInstance* NonTess ...

"Out of video memory" crash when attempting to save many assets with source control enabled

UE - Graphics Features - Sep 25, 2020

This will only repro when connected to source control ...

When IOStore is enabled, -createchunkinstall separates out chunk-non-0 pak files but not utoc/ucas files

UE - Foundation - Data Pipeline - Cooker - Dec 12, 2022

The -createchunkinstall option is used to separate out chunk>0 CDN/patch data from the main packaged app, but when using it with the IOStore enabled, only the pak files are separated out but not the ...

CSM shadow casters falsely culled due to incorrect primitive octree test

UE - Graphics Features - Shadows - Sep 13, 2024

While setting up whole scene shadows, CasterOuterFrustum is used to cull shadow casters from PrimitiveOctree. CasterOuterFrustum doesn't extend far back enough, which means that if an octree node fi ...