When a widget's flow preference is set to RTL, we adjust the render transform so that the horizontal transform is mirrored (see SWidget::GetRenderTransformWithRespectToFlowDirection). We should do t ...
This seems to happen due to a precision error when calculating the relative transform between the socket and the component being attached. Occasionally, one of the transforms will have a scale of (0 ...
STAT_VolumetricLightmapBuildData isn't counted correctly. It seems that the root cause is Volume.IndirectionTexture.DataSize is set to 0 before STAT_VolumetricLightmapBuildData is decreased.// Prec ...
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 ...
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 ...