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. ...
SetBlendState() is called from non-UI code but has HDR UI overrides baked in. The UI specific code should be moved to the UI code that calls SetBlendState() - likely in FCanvas, or the function sho ...
FSkinnedSceneProxy's never get unregistered from the DynamicWind system In FDynamicWindTransformProvider::UnregisterSceneProxy, there's an early out that says: if (SkinningSceneExtProxy == nullptr ...
Static Meshes that draw into RVTs and have "Draw In Main Pass" is set to "From Virtual Texture" (ERuntimeVirtualTextureMainPassType::Exclusive) will still draw in Occlusion Queries. This can be tr ...
The two following automation tests found in the "Standard Tests" list hit exceptions & cause the editor to crash:System->Physics->Interface->BodyInstanceShaders->ShaderPreprocessor->BuiltInMacros ...
Loading a world partition cell containing dense foliage (30k+ instances per cell) causes spikes on lower end hardware of up to 10-15ms and can observe spikes of 2-5ms on high end hardware too primar ...
When regular texture streaming is used (not virtual textures), the largest mips are always loaded for ISM mesh textures whenever the camera is inside the bounds of the ISM even if the instances are ...
Editing Custom Primitive Data values in the details panel of a placed BP actor with a Skeletal Mesh component does not reflect in the Editor viewport. ...