When a texture asset has certain properties edited, its PostEditChangeProperty() method calls to UTexture::NotifyMaterials(), which triggers a recompilation of materials that reference it in their m ...
When a parameter value is assigned on a newly created material instance (constant or dynamic) using Set***ParameterValueInternal, the parameter’s ExpressionGUID is left invalid (0,0,0,0). Parameter ...
The Particle SubUV Sample node uses its own texture object reference instead of the one provided by the texture object node. ...
Copying a grouped MaterialInstanceParameterDetail property that has spaces on it's name does not enclose it in double quotes, and later pasting won't work as expected. The licensee noticed this in a ...
Reparenting a MaterialInstance that uses Material Layers to another instance with a different layer configuration can cause the editor to crash when opening the Layer Parameters tab. This appears to ...
Context Custom Primitive Data is used to store custom data in an index array that is accessible through Blueprint and code. This allows for variations across instances of the same mesh without needi ...
UMaterialInterface is BlueprintType, but UMaterialFunctionInterface is not. This makes it difficult to port some BP logic that works with materials to the material layer system. Crystal Dynamics wou ...
A licensee has reached out via EPS about a texture loading issue they are having in-editor. I summarized the most important points below:The issue relates to texture load failure associated with mat ...
The problem seems to be that the bUsesGlobalDistanceField flag in the ShouldPrepareGlobalDistanceField() function checks for usage on the material, but it doesn't seem to take effect. The material u ...
This crash repros from at least UE 5.3 and up to latest. The following assert is hit: Assertion failed: (Index >= 0) & (Index < ArrayNum) [Link Removed] [Line: 1067] Array index out of bounds: 0 in ...