Static Meshes that draw into RVTs and have "Draw In Main Pass" is set to "From Virtual Texture" (ERuntimeVirtualTextureMainPassType::Exclusive) will still draw in Occlusion Queries. This can be tr ...
The two following automation tests found in the "Standard Tests" list hit exceptions & cause the editor to crash:System->Physics->Interface->BodyInstanceShaders->ShaderPreprocessor->BuiltInMacros ...
The issue is that FAnimationSequenceThumbnailScene::SetAnimation calls referesh bone transforms which will trigger notify states present at the midpoint of the animation (as the thumbnail code sets ...
A licensee has reported that they are trying to run a cooked project with r.PSOPrecache.GlobalShaders=2 and running into a crash. They believe the problem is in PrecacheComputePipelineStatesForGlob ...
Context In blueprint, one can bind to a referenced actor’s events by clicking an actor reference variable, and creating an event node through the variable’s detail panel. Under the hood, this adds ...
The LOD switching when the simulation is paused could still be causing problems when the simulation is paused while the LOD indexes are going up because there is no LOD Bias mappings by default. Se ...
The hierarchy of a LevelInstance actors (Outliner) will break when cooking. The source is the call to AActor::RerunConstructionScripts in FWorldPartitionLevelHelper::MoveExternalActorsToLevel. The ...
Using time scale in the subsequences leads to mismatch between rendered image and editor view. This makes it hard to related the content to each other. ...
When generating the textures for Approximate HLOD layers, the Nantie geometry is very low resolution, resulting in the captured textures fitting the actual HLOD geometry poorly. This creates visual ...
When a sufficiently large object casts shadows near the Directional Light's Dynamic Shadow Distance range, the VSM pages are inconsistent in their shadowing - some will choose to shadow per-pixel, w ...