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 ...
Licensees have reported that two UMaterialInterfaceEditorOnlyData objects are being created for duplicated assets, causing a name conflict when renaming. ...
Licensees have reported that they always see Index 0 for Texture Cube Arrays. Looking at the RenderDoc, Index1 has a white texture but it's not actually visible.[Image Removed] ...
It works correctly in 5.0.3. ...
see through a translucent material will cause ghosting This issue did not occur in 5.0, it occurs when using TSR on UE 5.1 or later. ...