Refraction does not adjust the scene depth texture, leading to a mismatch between Scene Color samples and Scene Depth samples. ...
When using a UserSceneTexture in a post-process material, a visible rendering issue occurs if the viewport's ScreenPercentage is set to below 100. This issue looks like it might stem from an incorre ...
When TSR is enabled, translucent materials using the AfterMotionBlur translucency pass cause visual artifacts when local exposure is active. The artifacting is believed to occur because the local ex ...
When disabling Occlusion Culling, Components will not have their Last Render Time updated. ...
2 minute (or more) hang and high memory usage when adding assets with large textures. The memory increase can be up to 3 or 4 GB when none of these assets(or referenced assets) take up nearly that ...
Local Vector variables in functions do not save the Y and Z values. Possibly connected: after entering the X value, pressing Tab does not move to the Y value. Tabbing from there works as expected. ...
As the title suggests, whenever you attempt to add a third player using splitscreen, whenever the third player is created the viewport renders black. This only occurs when the viewport is sized to a ...
Crash occurs when attempting to add an actor component c++ class to a game mode blueprint if the actor component is tagged with the Within="GameMode". Found in 4.11.2 binary, reproduced in 4.10.4 ...