When using a Deferred Decal material on an assets with ISM Runtime Cell Transformers, flickering occurs when static mesh and instanced static mesh components are in the frame using the same decal ma ...
When a view extension uses ReturnUntouchedSceneColorForPostProcessing and uses split screen, the final view is incorrect (clipped) because ReturnUntouchedSceneColorForPostProcessing doesn't take int ...
When a Material uses the DefaultTextureCollection and a Material Instance overrides it - or vice versa - the Editor will crash. Note: bindlessconfiguration=Minimal or higher must be enabled to use ...
Textures from VirtualTextureCollections appear blurry because the correct mip level isn’t shown unless FVirtualTextureCollectionResource::InitRHI is modified in VirtualTextureCollection.cpp withProd ...
The ListStreamingTextures command causes a crash in FRenderAssetStreamingManager::HandleListStreamingRenderAssetsCommand when there is a virtual texture that uses crashes when encountering one of t ...
The deadlock happens when enough shader preload are launch in parallel on a slower IO backend (like zen). When that happens, the preload starts a waiting period that never ends because it cannot be ...
On Nanite meshes, placing a VertexInterpolator node in a material graph without using it (unconnected, or routed through a disabled static switch) silently breaks the Opacity Mask and the material r ...
The dynamic translucency resolution and other dynamic resolution values were tied to the primary dynamic resolution and never updated for each type of dynamic resolution. The scaling resolution fra ...
When a Virtual Texture is applied as a UI material, there is no associated geometry, so it does not explicitly request the loading of high-res virtual texture tiles. ...