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. ...
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. ...
Worth noting on PC this is visible but doesn't always occur. [Image Removed] ...
Color space conversion in the UI composition is incorrect on DX12 HDR. In the main() function In CompositeUIPixelShader.usf, you can see the following color space transform.// sRGB -> RRT -> ODT ...
Masked materials that sample virtual texture don't function correctly. They render black instead of masked. This happens when there is no depth pre pass enabled. Automatically enabling depth pre p ...
Looks like the issue stems from the DistanceFieldBentNormalAO pass ...
Likely we just need to create a new macro to enable TransformLocalPositionToWorld and TransformLocalPositionToPrevWorld in alternative use cases such as this. ...
Running the MergeActors proxy tool on an actor that has an HISMC and both its scale and rotation changed will output a proxy incorrectly. ...
For example, If you try to call GetMaterialOpacityMaskClipValue() from a custom node, the editor will report a compilation error, as shown in the attached image.[Link Removed] [SM5] /Engine/Generat ...