Using a Light Function Material that contains a Texture Sample and Rotator nodes will cause RHI Validation to fail with the following error: LogOutputDevice: Error: Ensure condition failed: Bindings ...
When a StaticMeshComponent has a scale component of zero in WorldSpace (after accumulating with the hierarchy from the root to it), function UPrimitiveComponent::OnCreatePhysicsState() logs the warn ...
At specific distances from a thin wall, surfaces inside of a sealed chamber can receive indirect lighting from outside, leaking light into the chamber. This appears to be due to how SWRT handles sa ...
Categories are not processed correctly for gameplay tags when meta "Categories" is used. Categories filter which categories appear for the mentioned gameplay tag variable and with recent changes, it ...
When a Geometry Collection is in a Blueprint, attached to other components, it can render incorrect motion vectors at some angles. In the test project, any angle that is not a multiple of 45 will re ...
I guess that when the default value of the pipeline is None, the editor will silently pick the skeleton that is in the same folder of where you are importing. If the UI is active you can then force ...
When a Post-Process Material uses the Scene Texture Material Expression, the following code is generated: ``` MaterialFloat2 Local0 = Parameters.TexCoords[0].xy; MaterialFloat2 Local1 = ClampSceneT ...
A licensee has reported that it is not possible to disable texture streaming of a given TextureLODGroup by setting "NumStreamedMips=0" in their device profiles. Currently, using 0 results in the sam ...
Setting Allow CPU Access on the mesh, or setting bSupportsManualVertexFetch=1 in Engine.ini, avoids the crash. ...
When a montage slot node output is pushed to a Pose Cache and used in a Two-Way Blend, the value returned by GetSlotNodeGlobalWeight will be the current fractional value rather than the actual globa ...