Some breadcrumbs and D3D12 logs are missing data which should normally be filled in e.g. Breadcrumbs: > PostProcessMaterial %dx%d Material=%s [Active]. After investigating this, there seems to be a ...
This seems to be a result of how the changemask is handled for fast arrays. Because the changemask is a fixed set of bits (defined by IrisFastArrayChangeMaskBits), a single bit can represent multipl ...
Overlay Materials are disabled when the Collision showflag is enabled. ...
Light functions do not work as intended with volumetric fog when using clamped mask textures which are not compatible with the light function atlas. In light functions materials, when using any UV ...
Hello, When reimporting an FBX using interchange, the material are reapplied and we are stuck with the old properties. We are calling interchange by code, but we were able to repro by doing a reimp ...
When adding a Uniform Buffer Struct that has one 4x4 matrix to a mesh pass, validation will fail, due to a Uniform Buffer Struct mismatch. This can be reproduced by adding a mesh pass in project-si ...
When a WPO (World Position Offset) object casts a shadow on a translucent object, the translucent object flickers continuously as the shadow passes over it. Initially logged as a 5.5/5.5.1 but also ...
Hair Materials do not react to Light Functions in the same way as other Materials. There is a visual difference between a Directional Light at 1 lux with no Light Function and a Directional Light at ...
In UE5.5(final), when adding plugin from an older version of Unreal to a BP project, we are informed that the "Engine Modules are out of date, and cannot be compiled while the engine is running. Ple ...
Direct link with macOS Sequoia seems to be broken as Twinmotion cannot detect the Direct Link source, it seems the data is properly written in the cache directory. Update: Another user reports th ...