[Link Removed] ...
FLineBatcherSceneProxy doesn't implement the custom depth in its GetViewRelevance function. Something like Result.bRenderCustomDepth = ShouldRenderCustomDepth(); is missing in that function. ...
Details in link. ...
In 4.27.2 a new cluster is created without any problem. ...
Selecting another level while the level is hidden cause the level moves to incorrect position. it occurs only when using world origin shift in world setting. ...
This issue occurs when merging static meshes that have multiple LODs. If they are using UV1 for lightmap index, after merging, the UV1 of the result for each LODs will all be differents, making the ...
UE5.0 does not support ActorFoliage at Levels where World Partition is enabled ( [Link Removed] ), but ActorFoliage will work via ProceduralFoliageVolume. And when you cook the level you will get an ...
Foliage usually follows when the Transform of the placed ground or floor changes. However, if the ground or floor is a Level Instance Actor, it will not follow. The cause is in the code below. voi ...
This is a regression. Tested in //UE4/Release-4.27 CL#18319896 Fatal Error when setting S RGB to true on a Texture 2D from a Render Target Create Static Texture Editor Only node. ...