With more than one directional light in the scene, ResolvedView.DirectionalLightColor and ResolvedView.DirectionalLightDirection can report the wrong light, or black and a zero vector, while a direc ...
When a view extension uses ReturnUntouchedSceneColorForPostProcessing and uses split screen, the final view is incorrect (clipped) because ReturnUntouchedSceneColorForPostProcessing doesn't take int ...
The following error is shown when attempting to use the Texture Size of a Texture Collection texture object: Texture size only available for Texture2D, TextureVirtual, Texture2DArray, VolumeTexture ...
A race condition occurs in the InitSplineVertexFactory_Internal }}function call, which is distributed across multiple threads. This causes {{FSplineMeshVertexFactory to be instantiated multiple time ...
When using the following RHI/Render thread/GT sync configuration:r.OneFrameThreadLag 1r.GTSyncType 1 The previous skinning bone data can be corrupted and introduce visual artifacts on everything us ...
A licensee reported that two SkyAtmosphere texture resources do not have proper memory transitions added by the RDG. This happens because in VolumetricCloud.usf, these textures are referenced via Vi ...
Flickering can occur on translucent materials, usually in the distance when there is at least one directional light and when using VSM. Flickering seems highly dependent on framerate and timing. L ...
When using the r.Shadow.Virtual.NonNanite.IncludeInCoarsePages=0 to optimize VSM performance there are errors in how the VSM is invalidated when actors are destroyed with non-Nanite meshes. The curr ...
The Editor crashes when applying a Material with a Distance Cull Fade node to a Decal Actor. Fatal error: [Link Removed] [Line: 730] Missing uniform buffer at slot 2, stage SF_Pixel. Please check ...