In TranslucencyRendering.cpp, FDeferredShadingSceneRenderer::RenderTranslucency, the following code: FViewUniformShaderParameters DownsampledTranslucencyViewParameters; SetupDownsampledTranslucenc ...
The root of this issue is that FLocalVertexFactory is doing manual vertex fetch in the shader. In HLSL, this relies on SV_VertexId. In GLSL, it's gl_VertexId. HLSL does not include the base vertex i ...
When this asset is imported into 4.22.1(4.22E0) it has incorrect object position and rotation. In 4.21.2 (4.21E3) the asset has the correct object position and rotation. ...
If a user has a project open more than once, they will be given an error message when trying to save changes. This message could be more clear as to what issue has occurred. ...
Surface snapping causes erratic changes in scale to StaticMeshActors that have children of the same type. The user also has provided a potential solution to this bug (Please see the code below. N ...
Selected Objects Turn Pink in Lightmap Density View Mode. Works as expected in 4.21 CL# 4753647 Found in 4.22 CL# 6063286 and 4.23 CL# 6395561 This is a regression. ...
Widget animation does not evaluate visibility correctly when played. This does work though when scrubbing over the key. Regression: No this also occurs in 4.22 ...
See CL 6473818. Remote compiling on a Mac is triggering a NullReferenceException for me, making me unable to build. I was able to delete the crashing lines locally to work around it for now.line 91 ...
If you disable show flags in a SceneCapture2D component of a Blueprint, trying to re-enable them in the Blueprint will not update instances in a level. Anything that was left alone will change along ...
Selecting an Actor with a Camera and a C++ inherited Blueprint Component that has sub-components,then compiling the BP component leads to a crash. Upon Debugging the Crash Call Stack: FindViewComp ...