It is possible for textures referenced in the bindless texture data assets that are actively used in materials being rendered in the active viewport to be garbage collected. This results in the mat ...
The ChannelMaskParameter node in the Material Graph works in most cases, but unusually does not work when extracting the value of the Alpha channel only for Vertex Color input data. ...
Building lighting via commandlet and via editor are giving different results. To prevent one method from polluting the other via Swarm cache, the cache needs to be cleared in between tests. ...
The EyeAdaptionInverse node works differently for surface materials and volumetric materials. In surface materials, it allows to have a consistent glow during day and night time, however in a volume ...
When an Instanced Static Mesh Component (ISMC) uses a material with a non-zero Max World Position Offset Displacement, the bounds are correctly expanded at initialization. However, after calling Upd ...
Context: Orthographic views are used to have a 2D view of a 3D object providing precise control over object placement and alignment. This can be used for projects like isometric games and architectu ...
Calling the ApplySettings method on a UGameUserSettings object results in a noticeable hitch, with severity proportional to the number of primitive components present in the scene. This hitch stems ...
Water tiles flicker in and out of visibility when playing in VR with instanced stereo enabled. Requires instanced stereo rendering to be enabled (does not require forward shading to be enabled) Must ...
Analytical Derivatives are not calculated properly when using UMaterialExpressionSwitch. Disjoint UVs in screen space result in large jumps in the derivatives, which can cause artifacts as the wrong ...
When dithered LOD transitions occur, a brief flash of the next LOD level is first shown on the entire mesh after which the current LOD fades to the next (or previous) LOD. The flashing behavior only ...