Result : only the layer not ending with _0 or _1 will actually render (i.e. Layer0 in the previous example) Expected result : all 3 layers can be painted, no matter their name ...
There is a workaround to set r.VolumetricRenderTarget.Mode=1. The lines appear to be coming from the temporal component of the Volumetric Clouds. Each frame, the lines are merged in from the previou ...
From the [Link Removed]: We had an issue where PIE was being stopped due to an "infinite loop" being detected in one of the blueprints construction script. This was also crashing the editor as the ...
Renaming a WP map through the content browser does not delete the external actors associated with the originally named map. The rename duplicate builder seems to work correctly and can be used inste ...
Class "UInstancedStaticMeshComponent" deliberately leaves null pointers in the "InstanceBodies" array of FBodyInstances. This can be seen in methods such as: [Engine\Source\Runtime\Engine\Private\I ...
This is a crash related to copying depth-stencil render targets to the CPU. See linked UDN for more info. ...
It appears that networking insights data is not being gathered when a delay capture is started with the "trace.send" or "trace.start" command. If we were starting from the application startup time w ...
From licensee: The height of Nanite rendered landscape does not match the height of non-nanite landscape. The error gets worse if you increase the Z Scale of the landscape actor. Our project rec ...
Result : there are significant differences between the generated Nanite mesh and the original landscape mesh (see [Link Removed]) Note : the bug was originally reported on this UDN : [Link Remove ...