Reproduced 7/10 times. Issue also occurs in //UE5/Release-5.0 - CL 20979098 Binary. Confirmed NOT a Regression. Additional Notes:Stacking more Biquad Filters produces a more noticeable effect, but ...
It seems that the Material Editor's Custom nodes don't handle inputs of type FMaterialAttributes correctly, and instead interpret them as float3. Using Material Attributes as an input to a Custom E ...
According to the official docs https://docs.unrealengine.com/4.27/en-US/WorkingWithAudio/Nativesoundfield/ an ambisonic submix can be rendered to Resonance or Oculus; however when doing so, while th ...
This is not a regression. Tested in both 4.27.2 and //UE5/Release-5.0 CL20979098 Game View renders Lights with Actor Hidden In Game enabled. Documentation states: "...the Viewport to display the sc ...
This is not a regression. Tested in //UE5/Release-5.0 CL20979098 Web Browsers widget components stop accepting input when toggling visibility with a delay if there is more than 5 browsers. This onl ...
Basically, APlayerController::HiddenActors, which is propagated into FSceneView::HiddenPrimitives is not used to skip shadow casters in the DF shadow implementation. Because this does not use the g ...
Reproduced 3/3 times, issue also occurs in //UE5/Release-5.0 - CL 20979098 Binary. Confirmed NOT a Regression. ...
Local (point/spot) lights currently do not have shadows on SingleLayerWater materials. SLW uses forward-like clustered shading and loops over all local lights directly in the pixel shader. In order ...
A customer noticed that root motion did not mirror properly when using montages. The issue is that the root motion mirroring code is only called from FAnimSync::TickAssetPlayerInstances . Th ...