This appears to be a general crash when a SingleLayerWater material is assigned to a Nanite Mesh. ...
When using an RVT with BaseColor/Normal/Roughness format on DX12 with a GPU that supports Tier2, a GPU crash may be seen. ...
This is a path specification problem, so if the correct path is given, the DLL will load correctly.static void DumpShaderAsm(FString& String, const D3D12_SHADER_BYTECODE& Shader) { #if D3D12RHI_US ...
This is general for any UV channel past what the static mesh has, rather than specifically for UV channel 1. ...
For this to be observed, Allow Static Lighting must be true in project settings. This appears to be coming from an AO pass and from a Raytraced Indirect Capsule Shadows. ...
r.VT.PoolSizeScale should be changeable at runtime so that we can resize VT physical pools for iteration on selecting pool sizes. It works correctly at engine startup but runtime changes have no ef ...
Fix is found in licensee’s pull request:https://github.com/EpicGames/UnrealEngine/pull/10333/files ...
https://udn.unrealengine.com/s/case/5004z00001n9LsOAAU/custom-primitive-data-on-bp-inst ance-not-taking-affect-while-in-editor Original Repo is from 4.27, however, it still happens in 5.2. This is ...