When using shared samplers in the material do not adjust quality when adjusting the console variable or texture quality in Engine Scalability for SG.TextureQuality. Attached is an image for demons ...
When editing a Static function from a Blueprint Function Library, any blueprints that have already had it added are unable to be saved. This can be worked around by removing the node and adding it a ...
After updating the NVidia graphics driver to v.552.74+, reflective/mirror materials appear broken and render with black and white lines in VR mode if they are in a level with a Post Process Volume w ...
Modulated Self Shadow is only ever disabled and enabled for Skeletal Meshes and does not have any effect on Static Meshes. You can use the command r.Shadow.EnableModulatedSelfShadow 1 to enable self ...
Android Cook fails when a MetaSound Source object is referenced utilizing FObjectFinder in C++ Repro Rate: 3/3 UATHelper: Cooking (Android (ASTC)): LogInit: Display: LogMetaSound: Error: Target int ...
During seamless travel, when a client loads into the destination level it will call APlayerController::ServerNotifyLoadedWorld, including when it finishes the travel before the server. When the serv ...
When a Niagara emitter has multiple Mesh Renderers and each renderer draws a different subset of particles (via Renderer Visibility), all renderers are drawn using the color of particle index 0 in t ...
When geometry collection is set as nanite, there is no non-nanite render data cooked. This means that there is no fallback if the cooked build uses r.nanite 0. This used to work with some code worka ...
Attempting to create a local binary build of 4.22 using Visual Studio 2019 (with no other versions of Visual Studio installed) currently fails with several warnings and errors, including the followi ...
D:/Unreal/UE4_Release-4.27/Engine/Shaders/Private/LandscapeVertexFactory.ush(788,3-59): Shader FDebugViewModeVS, Permutation 0, VF FLandscapeVertexFactory[Image Removed]:/Unreal/UE4_Release-4.27/Eng ...