Shader compilation error occurs when using values sampled from texture for Customized UV1. No problem when connected to Customized UV0. This problem compiles well if I change the value of Const to ...
When enabling nanite on Quixel Bridge assests. Materials sometimes randomize to other assets in the viewport during simulation or PIE. This does not occur every time and may take a few tries. T ...
This one may not necessarily be a bug, as this is related to the nature of culling. If it is not, please let me know if there is an alternative method the licensee could use here in order to track a ...
See the licensee discussion for details discussed with [Link Removed] ...
From licensee: when the Enable Automatic Camera Overlay is enabled you will get the People Occlusion image overlaid above everything so no objects can be in-front of it. And if you disable Automa ...
Encountering an editor hard-lock when attempting to delete a level converted to World Partition. I'm unable to reproduce this hard-lock if the level is created using World Partition, only post-conv ...
The shadow state used to store previous values on the client side is not GC aware, so when an object gets garbage collected it's not nulled out of the shadow state. This results in stale pointers b ...
Unreal Engine should support haptics on gamepads on iOS and tvOS [Link Removed] [Link Removed] ...
VLM is not handled when rebasing. The following workaround works. void SetupPrecomputedVolumetricLightmapUniformBufferParameters(const FScene* Scene, FEngineShowFlags EngineShowFlags, FViewUniform ...