When using "Get Supported Fullscreen Resolutions" on UE when built with Vulkan, no values are printed out. This is an issue with any platform that builds UE with -vulkan, not just Linux. In Engine ...
Users have requested that light depth and light position are made available to Light Function Materials.Light Depth We seem to be calculating the per-pixel distance from the light to the surface in ...
When setting the LODbias via the device profile for a specific Android GPU it does not appear to have an affect on the textures when run on the device ...
The underlying reason seems to be that the stationary lights require SM channels for casting shadows from movable objects and they are assigned channels 0,1,2 by lightmass (or somewhere along the w ...
Result: Material will generate following HLSL code inside CalcPixelMaterialInputs(), which results in two PS texture lookups. MaterialFloat4 Local0 = ProcessMaterialLinearColorTextureLookup(Textur ...
In USkeletalMeshComponent::ApplyAnimationCurvesToComponent, while InMaterialParameterCurves and InAnimationMorphCurves are independent of one another, if either of them is empty neither is passed on ...
1.Create a material that switches textures using StaticSwitch. 2.Create a material instance and toggle the switch to overwrite the texture. 3.Then return the static switch settings to their defaul ...
We use the NumNonClothing section number to iterate in the sections, this is an error if the cloth sections are not at the end of the sections array. See the following picture of a search on NumNonC ...
In a blueprint: When dragging a variable onto a Category, and the Category name uses CamelCase, the resulting Category name of the variable will have spaces where the original did not. "TestCategor ...
Texture Object Parameter Being Read Even If It Is Not Used In a Material. Working as expected in 4.21 CL# 4753647 Found in 4.22 CL# 7053642, 4.23 Preview 2 CL# 7321677, 4.24 CL# 7329126 This is ...