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 ...
The instruction count appears to update properly if the whole asset editor is closed and reopened. ...
When a texture asset has certain properties edited, its PostEditChangeProperty() method calls to UTexture::NotifyMaterials(), which triggers a recompilation of materials that reference it in their m ...
When a parameter value is assigned on a newly created material instance (constant or dynamic) using Set***ParameterValueInternal, the parameter’s ExpressionGUID is left invalid (0,0,0,0). Parameter ...
The Particle SubUV Sample node uses its own texture object reference instead of the one provided by the texture object node. ...
Copying a grouped MaterialInstanceParameterDetail property that has spaces on it's name does not enclose it in double quotes, and later pasting won't work as expected. The licensee noticed this in a ...
Reparenting a MaterialInstance that uses Material Layers to another instance with a different layer configuration can cause the editor to crash when opening the Layer Parameters tab. This appears to ...
Context Custom Primitive Data is used to store custom data in an index array that is accessible through Blueprint and code. This allows for variations across instances of the same mesh without needi ...
UMaterialInterface is BlueprintType, but UMaterialFunctionInterface is not. This makes it difficult to port some BP logic that works with materials to the material layer system. Crystal Dynamics wou ...