Base material does not report broken logic with disconnected nodes, but instances of the same material do.

UE - Rendering - Aug 5, 2021

This is likely "by design", but the licensee is requesting a warning in base materials for disconnected logic that does not work, which they are reporting as a nuisance during development. Instance ...

Crash in FLandscapeRenderSystem on Mobile

UE - LD & Modeling - Terrain - Landscape - Aug 4, 2021

Similar issues have already been reported here for iOS [https://udn.unrealengine.com/s/question/0D52L00004vJelTSAS/crash-ios-in-flandscaperendersystemcomputesectionperviewparameters] and here [https ...

Background blur missing with HDR CompositeMode 1

UE - Rendering - Jul 29, 2021

UPD: According to Affects Version field, issue reproduces in 4.26, Regression for 4.27 - No. ...

When Mobile Deferred Shading, the DBuffer Decal is affected by metallic value

UE - Platform - Mobile - Jul 22, 2021

Use Deferred Shading (r.Mobile.ShadingPath=1) Enable DBuffer Decal All Lights’s mobility is Static Decal Material settings : Material Domain - Deferred DecalBlend Mode - TranslucentDecal Blend Mo ...

Cannot select child anim BPs for use in linked anim layers

UE - Anim - Runtime - Jul 15, 2021

From UDN: [Link Removed] Unable to set a Child ABP with inherited interface to a Linked Animation Layer Instance Class. I have a ABP_Biped which is our main ABP. I have the locomotion (idle+straf ...

Motion Blur Bug on 1st frame of camera change with sequence

UE - Rendering - Jul 14, 2021

Renderdoc capture of the blurry frame is here - [Link Removed] It should have symbols attached to it but let me know if not and I can reupload (Jon Cain) It's coming from the motion blur pass but ...

Python Type Hinting

UE - Editor - Workflow Systems - Jul 13, 2021

Goals / Why Type hints allow developers to create self-describing code by statically indicating the type of a value within your Python code.OutcomesBetter documented code for easier reading and debu ...

unreal.py stub can overload IDE parsing limits

UE - Editor - Workflow Systems - Jul 13, 2021

We should consider splitting this into separate per-module files that are merged together via imports. Any strong dependencies (eg, inheritance) need to import the type being inherited. ...

SingleLayerWater is rendering brighter shallow water with fog

UE - Graphics Features - Jul 12, 2021

Shallow water areas in scenes with exponential height fog will be brighter than they should be. Possibly due to the fog being applied twice in the SingleLayerWater shading model. ...