When a Curve Atlas Row Parameter node is used with a Texture Sampler connected to the curve time input, the sample type uses derivative ops. This has negative performance implications for Nanite co ...
UMaterialInterface::GetStaticComponentMaskParameterValue gets the parameter value from the static switch list instead of from the StaticComponentMask list GitHub branch 5.8 still looks to have this ...
In game sessions when the value for world time becomes large enough we start running into floating point precision issues. These issues can easily be seen in materials which do periodic animation b ...
When a "Float to UInt" Expression is used in a Material Graph with a valid direct input connection that fails to evaluate, function UMaterialExpressionFloatToUInt::Compile() does not catch the input ...
Parameters attached to the input of a Vertex Interpolator Material Expression are visible in the Material Instance, even if the output of the Vertex Interpolator Material Expression is not connected ...
Since UE 5.7, Material Functions are included in the Layer Asset list of the Material Layers of an instanced material using material layers. It is also possible to drag and drop Material Functions ...
When analyzing materials that use Material Layers, Material Analyzer reports that multiple Material Instances “share the same static parameter array” and therefore recommends reparenting so that onl ...
[Link Removed] We always need to build texture data which requires building debug view mode shaders to do some rendering to get texture densities. Can we find another way to do this? Can we at le ...
Translucent deferred decal materials look different when setting their specular material attribute directly on the material node versus setting it via a constant node ...
A crash may occur when changing the MaterialQualitylevel via Scalability due to a race condition. The issue occurs because in ScalabilityCVarsSinkCallback(), when it creates the FGlobalComponentRec ...