Color space conversion in the UI composition is incorrect on DX12 HDR. In the main() function In CompositeUIPixelShader.usf, you can see the following color space transform.// sRGB -> RRT -> ODT ...
Also, NiagaraDebugger crashes the moment I enable GPU Particle Readback. ...
If you replace steps 2 and 3 and add "All Nearby Spawned Actors" first, and then add the Source of "Level Sequence", the animation of the first shot will also be recorded. ...
If I disable "Save Record Assets", all animations are recorded. I have checked the implementation of bSaveRecordedAssets, but I am not sure if this is the intended implementation. ...
If you specify a Level Sequence of "TakeRecorder_Skeletal" in step 3, there will be only one animation created. The licensee wants this to be the same behavior. ...
ES3.1 rendering does not render correctly when using TexCoord [1] in a material and RenderStatic on the SkeletalMeshComponent. ...
This is because FFbxExporter::ExportStaticMeshToFbx() does not correctly determine the OverrideMaterials. Therefore, the following code will not pass.else { Material = StaticMesh->GetMaterial(P ...
For TMap variables of type struct created in blueprint, if change the default value in child blueprint and compile, it will restore to the default value of the parent actor. This problem does not o ...
Regression checked in //UE4/Release-4.26.2 CL 15973114 the issue is not reproduced thee ...
If the Wait Task is completed for the first frame, it may not return to the root node even after Finish. This can be avoided by increasing the wait time of the Wait Task (see CaseOK.mp4). When this ...