Current steps describe the problem related to "Video memory has been exhausted (#### MB over budget). Expect extremely poor performance" on the AMD video card. In this case, the steps cause the GPU ...
It seems that the Material Editor's Custom nodes don't handle inputs of type FMaterialAttributes correctly, and instead interpret them as float3. Using Material Attributes as an input to a Custom E ...
This is not a regression. Tested in both 4.27.2 and //UE5/Release-5.0 CL20979098 Game View renders Lights with Actor Hidden In Game enabled. Documentation states: "...the Viewport to display the sc ...
This is not a regression. Tested in //UE5/Release-5.0 CL20979098 Web Browsers widget components stop accepting input when toggling visibility with a delay if there is more than 5 browsers. This onl ...
Basically, APlayerController::HiddenActors, which is propagated into FSceneView::HiddenPrimitives is not used to skip shadow casters in the DF shadow implementation. Because this does not use the g ...
Reproduced 3/3 times, issue also occurs in //UE5/Release-5.0 - CL 20979098 Binary. Confirmed NOT a Regression. ...
Local (point/spot) lights currently do not have shadows on SingleLayerWater materials. SLW uses forward-like clustered shading and loops over all local lights directly in the pixel shader. In order ...
A customer noticed that root motion did not mirror properly when using montages. The issue is that the root motion mirroring code is only called from FAnimSync::TickAssetPlayerInstances . Th ...
When duplicating Actors placed on the scene they often are placed in a different folder in the outliner than the original actor was placed. This only happens when folders (containing spaces and/or b ...