Playing a Guides Groom Cache while Card Mesh LOD (Guide-Based) is active causes an assert in RunHairStrandsInterpolation_Cards when the renderer switches to Card LOD. Assert location:Plugins/Runtim ...
When using the Niagara Mesh Renderer with multiple mesh variants selected via MeshIndex, the number of TLAS instances allocated is NumParticles × NumMeshVariants and enabling the Path Tracer can ca ...
Implement a commandlet that renders (with `-AllowCommandletRendering`) and frequently calls `CommandletHelpers::TickEngine()`.Have the commandlet load a map containing a world-partitioned landscape. T ...
This report is from an EPS case: We hit a regression upgrading our project from 5.7 to 5.8. Map Check (and any other path that ends up calling UWorldPartition::CheckForErrors) assert inside FWorld ...
When rendering a game in splitscreen using Lumen HWRT, Nanite and a large number of Niagara Mesh Particles 1mil+, various meshes and actors will stop rendering. Setting r.RayTracing.Geometry.Niagar ...
Since 5.7 this CVAR has been turned on by default and it ibreaks / prevents shadow cache behaviour to be set as we used to in 5.6 on meshes when r.Shadow.Virtual.UseReceiverMaskDirectional 1 Most o ...
The ApplyLocalExposureCS shader in PostProcessLocalExposure.usf computes UV coordinates for the LumBilateralGrid 3D texture using Output_ExtentInverse (1/RenderTargetSize) instead of Output_Viewport ...
Summary A UInputTriggerChordAction does not fire when the action it references (the "chording action") is mapped in a different Input Mapping Context with a lower priority than the IMC containing the ...