In Unreal Engine 5.5.4, the Dither Opacity Mask option in a Masked material works correctly on Nanite meshes. However, in version 5.6.0, the dithering effect no longer applies to Nanite meshes. ...
FNiagaraParameterStore::UnbindAll() may be called from both GameThread and RenderingThread. Each may modify the same Binding array, it causes infrequent crashes. In my environment, I was able to r ...
Selecting other components after selecting a Spline Component's control point keeps the transform gizmo and functionality at the Spline Control point Repro Rate: 4/4 Tested this in //UE4/Release-4 ...
The user has attached a small project at the link to demonstrate the issue. Occurs in 4.5.1 and well as Main (//depot/UE4/Promotable-CL-2239587). Crash Reporter: [Link Removed] ...
"This ensure is intended to catch regressions where rendering programmers add a loose parameter to LocalVertexFactory, breaking dynamic instancing on regular static meshes. InstancedStaticMeshes c ...
When a Material Layer is added to or removed from a Parent Material the layer changes don’t automatically propagate to Child Materials correctly even if the Parent Material is saved. The Child mate ...
Non-Ray Tracing Shadows are only cast from lights on meshes assigned to the same Lighting Channel. When enabling Ray Tracing Shadows this is not the case. Lights will still cast Ray Tracing Shadows ...
Empty Shot Track Breaks Camera Component tracks when using Camera Cut Track ...
When the user minimizes or backgrounds an AR application, and re-opens it, new AR sessions will fail to start ...
After enabling Forward Shading that project can no longer operate while "r.LightPropagationVolume = 1" since it will crash immediately. ...