TSR (and TAA) history accumulation gets reset when taking viewport screenshots or when clicking on an empty area in the outliner (when a tree item is selected). This can cause an undesirable issue w ...
A groom cache will not cast a raytraced shadow with only 1 spatial sample. It does not matter how many temporal samples you have. ...
A licensee has noted that the synth benchmark has been giving inconsistent results when they try to find optimal scalability settings for their application. The root cause of this is unclear, but lo ...
Notifies that are placed on animations referenced by montages aren't triggered when using the UAnimSingleNodeInstance to play back the montage. This is because - unlike on UAnimComposite - there is ...
Text widget with Outline uses 2 LayerId levels to draw the outline and the text glyphs. This can be seen in function FSlateElementBatcher::AddShapedTextElement(), where lambda BuildFontGeometry() is ...
The evaluate chooser node generates input pin names based on the parameter class / struct names. When that class or struct's name is changed, the pin doesn't update to account for that and so we si ...
In the skeletal mesh serialize method, we rebuild the ref skeleton for the mesh via this call:GetRefSkeleton().RebuildRefSkeleton(GetSkeleton(), bRebuildNameMap); So there's a dependency on the ske ...
The Take Recorder plugin allows for multiple sources to be recorded during gameplay. The World Source is expected to record everything in the level when the Autotrack Actors option is enabled. Once ...
Specular highlights on non-Nanite meshes with a clearcoat material that has the second normal enabled will disappear at certain view angles. This can be worked around by adding a constant node to th ...
The output of the CustomStencil node in a User Interface material does not align with the viewport dimensions. Toggling fullscreen/windowed mode (F11) causes the offset to reappear, so scaling the n ...