It looks like the skylight is not updating the CPU side SH values when Real Time Capture is enabled, and thus old/empty values are sent to the fog. ...
Possessables bound to spawnables in parent sequences can break after the parent it de-spawned. ...
There is a workaround to set r.VolumetricRenderTarget.Mode=1. The lines appear to be coming from the temporal component of the Volumetric Clouds. Each frame, the lines are merged in from the previou ...
From the [Link Removed]: We had an issue where PIE was being stopped due to an "infinite loop" being detected in one of the blueprints construction script. This was also crashing the editor as the ...
Renaming a WP map through the content browser does not delete the external actors associated with the originally named map. The rename duplicate builder seems to work correctly and can be used inste ...
Class "UInstancedStaticMeshComponent" deliberately leaves null pointers in the "InstanceBodies" array of FBodyInstances. This can be seen in methods such as: [Engine\Source\Runtime\Engine\Private\I ...
This is a crash related to copying depth-stencil render targets to the CPU. See linked UDN for more info. ...
Result : there are significant differences between the generated Nanite mesh and the original landscape mesh (see [Link Removed]) Note : the bug was originally reported on this UDN : [Link Remove ...
Attempting to blend SkyLight Cubemaps via the SetCubemapBlend function to blend between different Cubemaps to make the changes seamless is not reflected. As a workaround, in LumenTracingCommon.ush, ...
From licensee: We've recently encountered an issue where BeginPlay was called on an Actor while the World is being torn down. This seems to stem from flushing level streaming while it has levels th ...