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 ...
FRegisterComponentContext::Process() in ActorComponent.cpp iterates over SendRenderDynamicDataPrimitives and calls SendRenderDynamicData_Concurrent() on each. The existing guard checks ::IsValid(Pri ...
We've noticed smearing in grass due to wrong motion vectors. This appears to be caused by lack of previous frame support in the periodic world space node. This is how we fixed it: In MaterialTempl ...
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 ...
When attempting to scroll the ScrollBox upward, the cursor briefly shifts focus to another widget (CommonTabListWidgetBase). When logging this behavior using LogSlate VeryVerbose, it can be observed ...
FJsonObjectConverter::JsonObjectToUStruct removes _ClassName from nested JSON objects during deserialization. Removing Obj->RemoveField(ObjectClassNameKey) from ConvertScalarJsonValueToFPropertyWit ...
The cursor radius configured through FSlateApplication::SetCursorRadius() is not respected during Slate hit testing. The radius value is correctly stored in FSlateApplication and passed into FHittes ...
UAbilityTask_SpawnActor::BeginSpawningActor assumes the incoming AActor*& SpawnedActor parameter is nullptr if no actor was spawned, but it does not initialize the parameter at the start of the func ...