When changing the version in UGameUserSettings, the expected behaviour is that GameUserSettings.ini will be wiped/delete and then regenerated. The actual behaviour is that within the ValidateSetting ...
When using Mesh Painting on nanite meshes in 5.5 with 'r.VT.SplitPhysicalPoolSize' set to non-zero values (e.g. 16, 64), several issues occur, such as: 1. Painting doesn't update in real time (only ...
I looked into the underlying code, and it seems that this situation is not well handled. One possible solution is to trigger EnumAdapters() when the system fires the WM_DISPLAYCHANGE message. This ...
The UpdateCullDistanceVolumes behavior when saving was changed by CL-36588597. Only CullDistanceVolumes in the same sublevel can affect Max Draw Distance. ...
When calculating the opacity mask, Nanite spline meshes do not have the correct World Position in the Material. This leads to visual artifacts when the mask relies on the world position. ...
When Level Actors are converted into a Blueprint using the "Convert Selection to Blueprint Class" option with "Harvest Components" as the creation method, the conversion process does not sanitize do ...
When TSR is enabled, translucent materials using the AfterMotionBlur translucency pass cause visual artifacts when local exposure is active. The artifacting is believed to occur because the local ex ...
Here is the file for the repro project in Google Docs, due to the file size limit: [Link Removed] ...