tonemapper film must decode the encoded format before processing. ...
While testing KiteDemo for 4.16 Sample Pass – //UE4/Release-4.16 CL 3420042 in Binary – Two warnings occurred when opening the project.LoadErrors:Warning: Warning CreateExport: Failed to load Outer ...
When forward shading is enabled, particles that have materials with their lighting mode set to "VolumetricNonDirectional" will recieve shadows. Attached images provided by user. Found in 4.19 CL# ...
[Image Removed] [Image Removed] [Image Removed] if strip with -x option, it will fix this issue. ...
Vulkan editor is very crashy on older cards due to memory pressure. I have to switch to OpenGL to work on the unrelated bugs. I'm attaching the details of the particular failure I had (see VulkanMe ...
The engine is unable to Level that has a Blueprint actor with a child actor component that has a particle system component. The follow message pops up: World /Game/LevelName.LevelName is in use. — ...
If you add a track for Attach from Sequencer Scripting and add a section to it, two sections are automatically added.If you don't use Sequencer Scripting, only one section will be added ...
According to the licensee report, UnrealMath.cpp (588) constfloat SINGULARITY_THRESHOLD = 0.4999995f; It seems that this can be avoided by changing the above value. However, changing SINGU ...
UParticleSystemComponent :: CanConsiderInvisible () Particles determined to be invisible by MaxSecondsBeforeInactive seem to be activated only when the camera moves back. Is this correct behavior? ...
FLowLevelMemTracker::GetTagAmountForTracker with CustomProjectTag returns 0 always. Because of FLLMTracker::FLLMThreadState::GetFrameStatTotals don't amount to about CustomTags. Following code will ...