Calling UMovieSceneSequence::FindPossessableObjectId with a guid that relates to a child binding does not work correctly because it just goes through the binding references and calls LocateBoundObj ...
Blending does not work as intended when Material Layers are used in post process. ...
This problem seems to be fine when the material is Opaque.[Image Removed] ...
It seems to output an error message like the following. D3D11 ERROR: ID3D11DeviceContext::Dispatch: The Shader Resource View in slot 2 of the Compute Shader unit was not created with the D3D11_BUFF ...
Clearing the DynamicMaterial reference will save it, but several licensees have inquired about it, so it would be kind if it were corrected. ...
It seems to be due to the addition of the bIsWaterPixel decision in Engine\Shaders\Private\VolumetricRenderTarget.usf. ForwardRendering cannot access GBufferB. ...
The display implementation is in the level blueprint. [Image Removed] ...
Issue reported in [Link Removed] by [Link Removed] 1. Add one component to the 8K Landscape. [Image Removed] 2. Adding Ocean will not render correctly. [Image Removed] [Image Removed] These ca ...
in 5.0 or 5.1, MinimumLOD per platform can be previewed in the mobile ES3.1 preview mode, but It seems that the LOD ScreenSize per platform is not reflected in the mobile preview. ...
Licensee reported that alpha blending is done twice in the code below, and the fix below seems to fix it. .\Engine\Source\Runtime\UMG\Private\Slate\SRetainerWidget.cpp From:const FLinearColor Compu ...