Subsurface Scattering Checkerboard with SceneColourFormat 3 (High Scalability) leads to a visual artefact when temporal upscaling is in use

UE - Graphics Features - Sep 30, 2024

Primarily visible at very low internal resolutions (25-33%), the SSS checkerboard with an RGB scene colour format (r.SceneColorFormat 3) causes a double-image artefact both internally and on the sil ...

Static mesh loses static mesh reference when Alt-dragged in viewport if filepath contains []

Tools - Sep 3, 2015

Static meshes lose their static mesh reference when alt-dragged in viewport. This only occurs if the mesh is located in a filepath containing square brackets ( [] ) within the filepath name. Additio ...

Changing between multiple Streams that are contained within an array does not work

UE - Gameplay - Blueprint - Mar 20, 2015

Changing between multiple Streams that are contained within an array does not work. ...

Using Bake Material Position Offset Into Collision causes landscape to have no collision

UE - LD & Modeling - Terrain - Landscape - Jan 13, 2016

Creating a material with World Position Offset and enabling "Bake Material Position Offset Into Collision" causes the landscape to have no collision. Disabling this feature causes collision to come ...

Delay nodes used in a macro cause subsequent macro calls during the delay to never complete

UE - Gameplay - Blueprint - Sep 6, 2016

Calling a macro that has a delay node again before the original call's delay could finish will cause the second call to be ignored when reaching the delay node. This did not occur in 4.12.5 and is n ...

iMac: Whenever _AMDDeviceDetached event occurs, the editor hangs.

UE - Platform - Apple - Nov 4, 2015

The user is reporting that, on their iMac, Whenever _AMDDeviceDetached event occurs in the Activity Monitor, the editor hangs utilizing a reported 101% of the CPU. *The user claims this is 100% re ...

Renaming a material isn't reflected in the Static Mesh Editor until it is closed and reopened

Tools - Mar 21, 2017

Renaming a material isn't reflected in the Static Mesh Editor until it is closed and reopened. User Description: Let's have imported static mesh with material. Then select material using "Browse t ...

t.MaxFPS 0 locks FPS to 120 instead of unlocking it in Viewport

Tools - Nov 7, 2017

When unlocking FPS in Viewport it defaults to 120 instead of potential max FPS. If you do this during Launch the 't.MaxFPS 0' or 't.MaxFPS -1' commands unlock the FPS to the max the GPU allows in th ...

Broken assignation of materials when merging meshes

UE - LD & Modeling - Modeling Tools - Mesh Editing - Jul 18, 2019

See the following UDN for a good visual explanation of the bug: https://udn.unrealengine.com/questions/512811/view.html Seems like this was introduced around CL 5639656. ...