This is almost identical to [Link Removed]. The difference is that we need a variant of UEnum::GetNameByValue that supports bitmasks. We'll likely have to run this by Core. ...
Hi Epic, In MaterialExpressions.cpp UMaterialExpressionSphereMask::Compile(), hardness is not calculated the same way in both <if> conditions. One is missing a multiplication by 0.01f. Specificall ...
A groom cache will not cast a raytraced shadow with only 1 spatial sample. It does not matter how many temporal samples you have. ...
When trying to check in a new asset or changed asset via the source control menu or Tools menu, an error comes up in output log. SourceControl: Error: Operation 'UpdateChangelistsStatus' not suppor ...
iOS link times could be sped up by adding ThinLTO support as was done for Android recently. ...
Property Coloration View Mode is not supported by Nanite. (Left cube is Nanite and isn't affected by the Property Coloration view mode) [Image Removed] ...
The class FcollisionProfileNameCustomization customizes the property editor for the class FcollisionProfileName. However, it does not handle the case where multiple assets/actors are being edited si ...
When a commandlet is run it successfully completes but does not terminate the engine correctly. It appears that multiple requests are made to terminate the engine process these subsequent engine ter ...
GPU Lightmass does not support bounce lighting from landscapes, but CPU Lightmass does. ...
Local (point/spot) lights currently do not have shadows on SingleLayerWater materials. SLW uses forward-like clustered shading and loops over all local lights directly in the pixel shader. In order ...