Duplicated TextureLoadVirtualPageTable in GetCustomData functions in generated HLSL add to the total instruction count due to TextureLoad having side effects

UE - Rendering Architecture - Materials - Dec 4, 2024

When using materials with CustomData inputs, such as the Eye material with Iris Distance and Mask, Virtual Texture samples will increase the instruction count for each unique VTPageResult. Each cus ...

Enabling "ShowFlag.PhysicalMaterialMasks" causes editor crash when physical material masks aren't yet imported.

UE - Simulation - Physics - Dec 3, 2024

When there is a physical material mask asset that has been created and applied to a mesh in the level without having a texture source imported yet, and then "ShowFlag.PhysicalMaterialMasks" is enabl ...

FRenderThreadCommandPipe::EnqueueAndLaunch does not properly capture/reapply LLM Context in all situations

UE - Rendering Architecture - RHI - Dec 3, 2024

When multiple render commands are enqueued before the graph task runs for a prior enqueued command, the new commands will be put into the Queue for the task to run and no context is captured. When t ...

Large World Coordinates appears to not work for Niagara Mesh Particles

UE - Graphics Features - Nov 28, 2024

When a Niagara System is placed at around 10^8 units away from the origin, the movements of the mesh particles aren't smooth as expected, but jumpy. These particles behave as if they are using a flo ...

Game thread anim task evaluation can happen on first frame update even when bTickAnimationOnSkeletalMeshInit is unset

UE - Anim - Runtime - Anim Blueprints - Nov 28, 2024

The bTickAnimationOnSkeletalMeshInit should prevent a game thread update of the anim instance on the frame that a mesh is spawned.  However, a bug in RefreshBoneTransforms is resulting in a game thr ...

LevelSequence Editor consumes input, even if the user last focused the Level Viewport

UE - Anim - Sequencer - Nov 27, 2024

LevelSequenceEditor has input priority over the Level viewport and other editor modules even though the Level viewport has been the last one selected. An example would be a cut operation. If you ha ...

Using GeoMerge on fragments of a GeometryCollection (GC) will create a new single particle while removing the old particles, but although you end up with less particles, the disk file size of the GC uasset increases.

UE - Simulation - Physics - Destruction - Nov 26, 2024

Using GeoMerge on fragments of a GeometryCollection (GC) will create a new single particle while removing the old particles, but although you end up with less particles, the disk file size of the GC ...

In LandscapePatchComponent, expose HeightTextureAsset and HeightSourceMode to BP

UE - Graphics Tools - Terrain - Landscape - Nov 26, 2024

Requested by UDN : https://udn.unrealengine.com/s/case/500QP00000RyWvAYAV/requesting-an-engine-mod-to-access-certain-landscape-texture-patch-properties-in-blueprints-via-getters?fromCase=1 ...