The incorrect resolution is used on computers with 4k monitors that use DPI scaling (default 150%) because the default for UE projects is bAllowHighDPIInGameMode=False which results in SetProcessDp ...
Project include a hdr texture "desert_outer_hdr" Texture size is 512*512*6, compressed with ASTC 6x6 HDR profile Stride should be: ceil(512/6)*16 = 1376 bytes However, if connect to xcode debug, ...
When forward shading is enabled, particles that have materials with their lighting mode set to "VolumetricNonDirectional" will recieve shadows. Attached images provided by user. Found in 4.19 CL# ...
Actor foliage does not respect the "foliage.CullDistanceScale" console variable. This was brought up in a UDN: [Link Removed] ...
Edit MattK: The reason they do not work is that material parameter collections are updated inside of a uworld that slate doesnt have access to. We just need to figure out a way to update the necess ...
Any environment with volumetric fog enabled will have a light leak which appears through objects. Found in 4.20 CL# 4369336, 4.21 CL# 4613538, 4.22 CL# 4666322 ...
Crash occurs when setting post process animation blueprint while the anim bp has a Sub Graph Input linked. This crash doesn't occur if the node is not connected. ...
The vertex interpolate node doesn't work with lightmass. Found in 4.19 CL# 4033788, 4.20 CL# 4233996, and 4.21 CL# 4258917 ...