A licensee has reached out to us to inform us that the logic for preloading at times fails to account for adaptive virtual textures when the requested mip level is not in the shared AllocatedVirtual ...
It is possible for textures referenced in the bindless texture data assets that are actively used in materials being rendered in the active viewport to be garbage collected. This results in the mat ...
When adding multiple meshes to a Niagara Mesh Renderer Module, a check() will be triggered due to a mismatch in the number of Widgets and the number of Tooltip Widgets. ...
The ChannelMaskParameter node in the Material Graph works in most cases, but unusually does not work when extracting the value of the Alpha channel only for Vertex Color input data. ...
Building lighting via commandlet and via editor are giving different results. To prevent one method from polluting the other via Swarm cache, the cache needs to be cleared in between tests. ...
Hi Epic, In MaterialExpressions.cpp UMaterialExpressionSphereMask::Compile(), hardness is not calculated the same way in both <if> conditions. One is missing a multiplication by 0.01f. Specificall ...
From licensee: Water Body Custom Actors generate this warning during Map Check: WaterBodyCustom_UAID_507C6F36B9215C5B02_1871778061 Static mesh actor has NULL StaticMesh property. To reproduce, si ...
Lumen HWRT, combined with Niagara Mesh Renderer, can cause the Lumen Scene to be reset, resulting in a sudden change to indirect lighting. ...
Context Unreal Insights displays Timing Insights that can include GPU timing information. Rendering code such as FDeferredShadingSceneRenderer::RenderPrePass() generate such events.Problem Certain f ...
The refactor at CL 39638561 moved some classes, such as SteamNetDriver and SteamNetConnection, from the "OnlineSubsystemSteam" module to the new "SocketSubsystemSteamIP" module. There are still a f ...