A licensee has reported that it is not possible to disable texture streaming of a given TextureLODGroup by setting "NumStreamedMips=0" in their device profiles. Currently, using 0 results in the sam ...
It is currently not possible to set a VirtualTextureStreamingPriority via the TextureLodGroups that are defined in a device profile. ...
When a static mesh has the property Affect Indirect Lighting While Hidden enabled, toggling its visibility via the Outliner eye icon does not hide the mesh in the editor viewport. The actor remains ...
When using ISMs and HISMs, each instance can have its own transform, which can affect the LOD selection of one or more instances. For HISMs in particular, changing the scale of a single instance gre ...
When using a layered material that writes to a runtime virtual texture. Sometimes when modifying a layer parameter in the material instance editor. The cached material data in the runtime virtual ...
A licensee reported precision issues with position in the gpu skin cache shaders with 16-bit real types enabled. ...
The incorrect resolution is used on computers with 4k monitors that use DPI scaling (default 150%) because the default for UE projects is bAllowHighDPIInGameMode=False which results in SetProcessDp ...
When a light's Specular Scale is set to 0, the specular still affects hair / groom assets. The specular of other assets (like a shiny static mesh in the scene) is properly affected by the change. ...
Translucent particle systems exhibit visual artifacts when the camera moves, even though motion vectors are disabled for the particle emitters. While switching the Translucency Pass to "After Motio ...
A licensee has reached out to us to inform us that the logic for preloading at times fails to account for adaptive virtual textures when the requested mip level is not in the shared AllocatedVirtual ...