Stationary Spot Lights in Forward Rendering Incorrectly with PerVertex NonDirectional Translucency

UE - Graphics Features - Jun 14, 2019

Stationary Spot Lights in Forward Rendering cause artifacts when lighting transluceny set to Volumetric PerVertex NonDirectional. When the camera is moved around the object, the lit vertices flicker ...

CSM has artifacts if shadow distance less than 2000

UE - Graphics Features - Jun 12, 2019

Assert on PIE in TM-ShaderModels: GD3D11RHI->GetQueryData(Query->Resource, &Query->Result, sizeof(Query->Result), Query->QueryType, true, false)

UE - Rendering Architecture - RHI - Jun 11, 2019

Hit a crash attempting to PIE. I then attempted to run with -d3ddebug but the crash stopped and has not occurred since. I was not able to reproduce this on a default level, only TM-ShaderModels On ...

Particle systems have frame rate dependent simulations when Min Time Between Ticks is set, and ticking is managed

UE - Niagara - Jun 11, 2019

Managed ticking when combined with Min Time Between Ticks will cause particle velocity to vary depending on frame rate. ...

Instanced Static Mesh instance with negative scale has black lighting

UE - Graphics Features - Jun 11, 2019

[Image Removed] The image above was the results after building lighting.The far right spheres all have negative scaling(-1 on Y) and reverse culling checked and are instanced.The middle set of sphe ...

UUserWidget Parameter in blueprints appears to set the parameter value back to the default value on compile

UE - Editor - UI Systems - Jun 11, 2019

Modifying the default value of a UUserWidget parameter declared in a c++ in blueprints appears to have no effect after compiling. The default value will reset back to "none". Additional info. The ...

UForceFeedbackEffect is only making slight vibration in iOS when value rises from 0 or effect is started.

UE - Platform - Mobile - Jun 11, 2019

UForceFeedback is expected to give vibration just like in the graph of the asset. But only in iOS it is not. It is expected to give continuous vibration following the forcefeedback asset, but only ...

Fail to save level with a Blueprint component containing User Data

UE - Gameplay - Blueprint Editor - Jun 10, 2019

Set World Origin on a Dedicated Server causes Pawn Stuttering

UE - World Creation - Worldbuilding Tools - World Composition - Jun 10, 2019

Setting the World Origin after enabling Multiplayer World Origin Rebasing in the Project Settings causes the Pawn to flicker on movement. Tested in 4.21.2 (CL - 4753647), 4.22.2 (CL - 6574378), 4 ...