When the camera is just outside of the box bounds and it is angled directly away from it , it will start rendering the particles again (as determined by stat GPU differences) despite being out of vi ...
Looks like he data is being lost along the chain from our call to GetCustomUniformBufferResource and is erased in both FPrimitiveSceneProxy::UpdateUniformBuffer and in FPrimitiveSceneShaderData::Bui ...
The Niagara viewport will crash when rendering opaque sprites if Mobile Multi View and the mobile preview are enabled. Additive materials do no crash, and if the viewport is not set to lit it does ...
Reported alongside [Link Removed] Context: Some ActorComponents can schedule end-of-frame work which UWorld executes later in the frame in UWorld::SendAllEndOfFrameUpdates(). By-design it appears t ...
Very rarely, the game client will crash on shutdown and the log will contain messages that look like: LogOutputDevice: Error: Ensure condition failed: false [File:Engine\Source\Runtime\RenderCore\ ...
We need to better detect when we need to flush to avoid hitting the RDG limit. There is no test project at the moment, more details can be found here ...
When spawning GPUCompute Sim Niagara system which is consist of opaque particle emitter and translucent one, if those emitters use Collision module, opaque particle often appears one frame later tha ...
Both the material and the Niagara compute shader use the same function to interpret the YCoCg color data, but the Niagara compute shader returns an incorrect color. Also found on CL: 32347737 in Re ...