If a user setups up a custom transition graph that caches one of the input poses by setting the Evaluator Mode property to Freeze then the node fails to deal with the situation where the LOD or mesh ...
After a bit of investigation, the way to fix this would be to modify MergeMaskIntoAlpha to pass in the actual resolution scale and the requested size, and only mask the overlapping pixels. Currently ...
The videos + screenshots in the zip file show the issue on the modified gun sight. The licensee has provided a suggested fix here -[Link Removed] ...
Licensee reports this change, and can confirm a very rough similarity observed in a template project in 4.27: [Image Removed] ...
For TMap variables of type struct created in blueprint, if change the default value in child blueprint and compile, it will restore to the default value of the parent actor. This problem does not o ...
upd. Regression was checked on //UE4/Release-4.26 CL 15973114, the issue was reproduced. Regression - No [Image Removed] ...
I have not entirely ruled out any issues with the imposter material in the repro, there's a chance this is related to the normal rotations, but turning off distancefields entirely does fix the issue ...
Specification here: [Link Removed] Which is mirrored in engine in FD3D12DynamicRHI::Init (for example): [Image Removed] However, FWindowsPlatformMisc::ChooseHDRDeviceAndColorGamut always returns ...
I narrowed down the issue to the Main call of ShadowProjectionPixelShader, and tested (on 4.26 and 4.27) a combo of different material and light shadow settings, as well as enabling transmission on ...
D:/Unreal/UE4_Release-4.27/Engine/Shaders/Private/LandscapeVertexFactory.ush(788,3-59): Shader FDebugViewModeVS, Permutation 0, VF FLandscapeVertexFactory[Image Removed]:/Unreal/UE4_Release-4.27/Eng ...