The order of passes related to Decal rendering (without the DBuffer) and CustomDepth is changed by the CVar "r.Lumen.AsyncCompute", even when Lumen is not enabled. This causes Decal Materials that ...
Actor foliage does not respect the "foliage.CullDistanceScale" console variable. This was brought up in a UDN: [Link Removed] ...
Nanite foliage static meshes do not respect the "foliage.MaxEndCullDistance" console variable setting. This was brought up in a UDN: [Link Removed] ...
It is possible to get in a rare situation where PCG uses all Background workers while also having all its workers waiting on the FPCGLandscapeCacheEntry DataLock critical section. Since loading of ...
Niagara particle sprites with a Translucent Material are glowing in a completely dark area. This issue is also observed with the deprecated Cascade particles. Particle brightness is also dependent ...
When using a Translucent or Modulate blend mode decal, the underlying shadow may become visible with VSMs, RT Shadows, and with the Pathtracer. When no normal is applied and a sphere is used to tes ...
When selecting an asset in a level instance that is being edited via LevelInstance/Edit, the silhouette of the object is visible through occluding nanite meshes. This has the effect of disabling th ...
iOS package with Metal Desktop Renderer enabled crashes on iPhoneThis issue does not occur if Metal Desktop Renderer is disabled ...
When bFailedNavLinkNavLink is enabled in RecastNavmesh, some NavLink points are debugged and others are not depending on the position of the NavLink point. In the sample project, enable bFailedNavL ...