This appears to be coming from the ResolveSceneColor pass. ...
We're seeing odd refraction when we have two close planes where the front plane has a translucent shader with a refraction not equal to one. I've included a project with the following setup:Two equa ...
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 ...
The mesh painting mode appears to no longer work on splines, as the vertexes seem to have all vertex colors at 1, 1, 1, 1 by default, and can't be removed or painted anything else. ...
This is general for any UV channel past what the static mesh has, rather than specifically for UV channel 1. ...