Include better comments/warnings for certain edge cases when using dependent actors with RepGraph

UE - Networking - Aug 17, 2021

A recent UDN brought up two scenarios with dependent actors in RepGraph that could use better comments/warnings. The first is that calling ForceNetUpdate on an actor that is only replicated as a de ...

Enum to string conversion has different results in PIE vs Cooked builds

UE - Gameplay - Blueprint Runtime - Aug 17, 2021

This is because the metadata is editor only and will be stripped in a cooked build. We should make the behavior of the to string function consistent between PIE and a cooked build. ...

Pixelated volumetric translucent shadows

UE - Graphics Features - Aug 17, 2021

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 ...

MediaFramework - Webcam Video input shows as black in Media Player

UE - Media Framework - Aug 17, 2021

Alejandro Arango 3 days ago In fact, it seems the 4.27 changes are conditioned by WMFMEDIA_PLAYER_VERSION . So the only change needed is in WmfMedia.Build.cs . They only need to change it to say: P ...

Vertex Interpolators broken in landscape materials

UE - Graphics Tools - Terrain - Landscape - Aug 17, 2021

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 ...

[Feature Request] Provide a reason string when marking a package dirty

UE - CoreTech - UObject - Aug 17, 2021

eInterdependencies between the assets aren't always obvious, and sometimes are counter-intuitive (e.g. assigning a material to a new type of asset generally requires saving the material after a usag ...

Plugin Config filenames need to be different for Engine vs Game plugins

UE - CoreTech - Aug 16, 2021

Right now, plugins installed to the game directory will only load plugin-specific config files with the path /Project/Plugins/PluginPath/Config/*Default*PluginName.ini. However, engine plugins will ...

Changes to Material Instance Parent don't appear to propagate to child instances if the child instance's editor window is open

UE - Rendering Architecture - Materials - Aug 16, 2021

It looks like this occurs when the grandchild instance window is open. If you close and reopen the Grandchild's window the parameter appears as expected. I've attached a project with the setup step ...