There seems to be a leak in the ContactShadow determination in DeferredLightingCommon.ush ShadowRayCast(), but I could not determine if this is the specification. This problem always occurs from 4. ...
It will be the same drawing as the Default Lit Material with the same value set to Nomral.[Image Removed] ...
This display problem is a problem in the editor and Ocean was drawn normally during the PIE. When the problem occurred, we observed that only a part of the WaterInfoTexture in the WaterZone was wri ...
When Slomo 2 is used to speed up the process, TicksToProcess is greater than 1, which means that ManualTick is called several times during one loop. When playback is completed by a ManualTick in t ...
The expected result is that the Used with Nanite flag is enabled when Nanite is enabled in Nanite Tools. Currently, opening Nanite Tools enabled the flag even for non-Nanite meshes. ...
This is the same behavior for HLOD generation of World Partition. Replace is useful when there is a material that changes parameters with information such as camera. ...
Emissive textures seem to be set correctly in the case of building HLOD in the world partition. However, licensees who do not use World partition seem to build HLOD with HLOD Outliner. [Image Remov ...
For desktop renderers, deferred and forward are both one draw.[Image Removed][Image Removed] ...
Console history is saved correctly in 5.1. The cause is input.ini in EnhancedInput and InputDebugging added in 5.2. Removing these files are a work around. ...
Licensees report that the definition of the USES_PER_INSTANCE_RANDOM macro only considers it in the context of the base material. As a result Per Instance Random used only in material layers does n ...