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Textures from VirtualTextureCollections appear blurry because the correct mip level isn’t shown unless FVirtualTextureCollectionResource::Init...
We've noticed an inconsistency with UMovieSceneSequencePlayer::GetEndTime(). It does not take into account DurationSubFrames. See UMovieSceneS...
A licensee has reported seeing a repeating brick-like pattern in volumetric clouds when they overlap with very distant geometry (or at the tra...
In MassEntity-based crowds, when an agent transitions from Stand to Move and begins walking, the Avoidance trait parameters StartOfPathDuratio...
SummaryMerging a Skeletal Mesh whose LOD streaming has not completed crashes with an AccessViolation while the vertex copy reads the Null buff...
Context The showFlag.CollisionVisibility 1 cvar is a viewport visualization mode that highlights which Actors will block visibility. The show...
Nanite enabled skeletal meshes don't work with materials containing a vertex color node. The vertex color material does work for non-Nanite sk...
User reports that UserSceneTextures used in Post Process Materials are only correctly rendered inside the left eye in VR....
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Originated from UDN post:https://udn.unrealengine.com/s/question/0D5QP000007QWuz0AG/additionalplugindirectories-outside-of-project-visual-stud...