I notice in 4.27 there's a change looks like where the issue is from " * Cubemaps generated from .hdr long-lat sources were being strongly blurred in cases when mipmaps were enabled. This happened ...
This is a trending crash coming out of the 4.18 Previews. Users have not provided any descriptions of their actions when the crash occurred, but at least two of the affected projects are being creat ...
in the function FinalizeVirtualTextureFeedback, the micro "USE_DBUFFER && MATERIALDECALRESPONSEMASK" returns true on mobile forward, while there is no DBUFFER on Mobile forward obviously. This takes ...
Shallow water areas in scenes with exponential height fog will be brighter than they should be. Possibly due to the fog being applied twice in the SingleLayerWater shading model. ...
Licensee reports this change, and can confirm a very rough similarity observed in a template project in 4.27: [Image Removed] ...
REGRESSION: YesWORKING: 3172292 (4.13.2)BROKEN: 3177600 (4.14) In the Content Examples Animation level, at Display 1.15, the rifles are offset from the character's hands for two of the skeletal mes ...
If the user moves the RecastNavMesh actor in the level, the navmesh will be offset each time they change a Display setting in the Details panel. ...
deleting the code "&& SimulationStages[i]->bEnabled" in UNiagaraEmitter::GetScripts will bypass the problem [Image Removed] ...
This memory leak seems to be caused by the TMemStackAllocator of FRayTracingMeshCommandOneFrameArray. Using the FDefaultAllocator for FRayTracingMeshCommandOneFrameArray works as a workaround. // ...