Support Breakdown

Breakdown of support responsibilities for Unreal Engine 4.

Windows
MacOS
Linux

Each table below breaks down who you should contact for support for a particular area of UE4. This should be treated as a living document; as new areas are added and folks shift responsibilities it should be updated.

Editor & Tools

Area

Owner

Notes

Content Browser

Bob Tellez

Asset Registry

Bob Tellez

Property Editors/Details

Matt Kuhlenschmidt

Slate (Rendering)

Matt Kuhlenschmidt

FBX

Matt Kuhlenschmidt, Lina Halper(animation)

Matinee

Matt Kuhlenschmidt, Lina Halper(backup)

Layers

Justin Sargent

Unreal Build Tool

Mike Fricker

C++ Modules, Projects

Mike Fricker

Delegates, Shared Pointers

Mike Fricker

Scene Outliner

Mike Fricker

Class Viewer

Michael Schoell (Phosphor)

UnrealVS

Mike Fricker, Chris Wood (Pitbull)

Mac Editor

Michael Trepka (VP Ltd)

Editor UI Styling

Nick Atamas

Slate (General)

Nick Atamas (+ others)

Key bindings

Matt Kuhlenschmidt

Localization

Justin Sargent

Unreal Doc Tool

Pete McWilliams (Pitbull)

Material Editor

Zane Mankowski

Static Mesh Editor

Michael Schoell (Phosphor)

Texture Properties Editor

Steve Wiemeyer (Phosphor)

Font Properties Editor

Steve Wiemeyer (Phosphor)

Framework

Area

Owner

Notes

K2 Support

Rob McLaughlin / Nick Whiting

Anything involving the creation and fixing of nodes, and helping others with their usage of the system.

Animation

Dave Ratti

Laurent Delayen

Lina Halper

Mostly tool side aspects of VIMs: Montages, State Machines, Anim Graphs, etc (Shared with others).

General Skeletal Animation

VIMs, VIM Nodes, Animation Assets (Montage, BlendSpace), Skeleton, Morph Targets (morph target animations), Face animation (future)

Replication

Dave Ratti

Anything related to the replication framework.

Blueprints

Nick Whiting

Anything related to blueprints, level scripting, or Blueprint internals

Physics

James Golding

Lina Halper

Collision System, Traces, PhysX issues

World

Marc Audy

Anything related to GWorld or actor Worlds.

Gameplay

Area

Owner

Notes

Fortnite

Fortnite Weapons

Joel Crabbe

Laurent Delayen

Everything and anything weapon related on Fortnite.

Everything melee. Combat, Destruction, Leap Smash, Knockback, Stun...

Fortnite Excel Data

Joel Crabbe

Any game based issues with data pipeline regarding excel documents.

Fortnite Taker AI

Joel Crabbe

All AI issues with the taker.

Fortnite Smasher (AI, etc.)

Daniel Broder

Any code-based issues with Smasher behavior (code-side for AI, animation, etc.)

Fortnite Nav-Mesh Generation

Daniel Broder

Generation of Nav-Mesh in editor or game. I'm the contact person for emergency issues and Fortnite-specific issues; ultimately Mieszko Zielinski is the engine-level nav-mesh engineer.

Fortnite Day-Night Cycle

Daniel Broder

Anything related to the day-night cycle, from lighting and other rendering changes to Blueprint support for gameplay events (turning on and off spawning, etc.) as well as cheats. (Just the code part, there's plenty of exposure for design and art use.)

Fortnite Character Customization

Daniel Broder

Anything related to character customization, including changing character parts and custom colors as well as support for blueprint functionality ON those custom parts, the customization menu ('K') and cheats. Parts: Head, Legs, Torso, Backpack, Hat, Charm. Also any issues with the Fortnite Player Mannequin actors.

Fortnite Building System Experience

Billy Bramer

Building, Editing, Upgrading, etc. The player's experience with building.

Fortnite Player Animation

Laurent Delayen

Anything related to the main character animation.

Fortnite Special Moves

Laurent Delayen

Special Move framework system. Sprinting, Leap Smash Down.

Fortnite AnimMontages

Laurent Delayen

Fortnite's interface to AnimMontages and Networking.

Fortnite Husk Animaton

Laurent Delayen

All Husk animation.

Fortnite World Gen

Sam Spiro

World generation

Fortnite Metrics

Sam Spiro

Metics in Fortnite

Fortnite Building System

Billy Bramer

Ben Zeigler

User interface for placing and editing buildings

Artist tools and data saving

Fortnite General

Ben Zeigler

Anything else that isn't clear

Fortnite UI

Cody Haskell

Anything UI related

Fortnite Inventory

Ben Zeigler

Cody Haskell

Inventory back-end, storage, replication

Fortnite Loot

Cody Haskell

Items, Item Data, attributes, scavenging, looting, pickups.

Pearl

Pearl Weapons

Nick Cooper

Weapon firing, accuracy, reload, etc.

Pearl Player Movement

Nick Cooper

Basic movement, leaning, crouching, and RoadieRun++

Pearl Stick Input

Nick Cooper

Friction / Adhesion / View Acceleration / Aim Attraction when using gamepad input in Pearl

Pearl Game Types

Rob McLaughlin

Creation and iteration of the game info (rules) of our game types (TDM, etc)

Online

Area

Owner

Notes

Steam

Josh Markiewicz

All Steam integration including the Steam Game Coordinator

Live

Sam Zamani, Josh Markiewicz

UnrealMCP

Joe Graf, Eric Newman

MCP client code

Joe Graf, Sam Zamani

Analytics providers

Wes Hunt, Sam Zamani, Josh Markiewicz

Platform

Area

Owner

Notes

Internal

Mobile Rendering

Smedis

Mobile workflow

Josh Adams/Smedis

Build System

John Scott/Max Preussner

Unreal Message Bus

Max Preussner

Launcher

Max Preussner

Dingo

Scott Sherman

PS4

Josh Adams

Automation

JB

Cooking

Scott Sherman/Josh Adams

Outsource

iOS Rendering

Impossible (Phil Teschner and Brian Marinari)

Phil Teschner ; Brian Marinari

iOS Online

Impossible (Richard Jose)

Richard Jose

iOS Navmesh / Audio

Impossible (Shawn Harris)

Shawn Harris

iOS Systems

Impossible (Sean Quinn and Bryant Freitag)

Sean Quinn ; Bryant Freitag

iOS UnrealScript

Impossible (Matt Gray and Brian Lhota)

Matt Gray ; Brian Lhota

Android

Iron Galaxy (Jon Moore)

Jon Moore

Flash

Darkside (Bryan Jury)

John Scott can help facilitate communication as needed

Rendering

Area

Owner

Notes

Post Process

MartinM

Decals

MartinM

Materials

MartinM

Motion Blur

MartinM

SSAO

MartinM

Dingo Rendering

BrianK

Lighting model / BRDF

BrianK

Lightmass

BrianK

Speedtree

BrianK

Particles

NickP

Vertex Factories

NickP

OpenGL

NickP

LOD

NickP

Threaded rendering

NickP

D3D11 RHI

NickP

GPU skin

NickP

Visibility

NickP

Shadowing

DanielW

Reflections

DanielW

Shader compiling / saving

DanielW

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