Reported by beta user in SF [Link Removed] User exported an image with Path Tracer and the exported render displayed the sky as black. This issue seems to be very low repro, and neither myself or ...
This issue happens when Sequencer loops a dynamic montage. FAnimMontageInstance::ForcedNextFromPosition is set to 0 and ForcedNextToPosition is effectively the delta time. However, FMontageSubStep ...
The EyeAdaptionInverse node works differently for surface materials and volumetric materials. In surface materials, it allows to have a consistent glow during day and night time, however in a volume ...
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 ...
When an Instanced Static Mesh Component (ISMC) uses a material with a non-zero Max World Position Offset Displacement, the bounds are correctly expanded at initialization. However, after calling Upd ...
Calling the ApplySettings method on a UGameUserSettings object results in a noticeable hitch, with severity proportional to the number of primitive components present in the scene. This hitch stems ...
TSR (and TAA) does not converge when interacting with the color grading widget, but while keeping the mouse still. This makes it real-time previews more difficult. The expected behavior would be tha ...
The SplineNavModifierComponent does not have the same behavior as regular nav modifier components where the modifier can specify that it only replaces a given NavArea class. Setting the area class t ...
Water is missing, appears in strange blocks, or appears in wrong places due to incorrectly rendered WaterInfoTexture. The WaterInfoTexture is part of the WaterZone actor. ...
Water tiles flicker in and out of visibility when playing in VR with instanced stereo enabled. Requires instanced stereo rendering to be enabled (does not require forward shading to be enabled) Must ...