The ApplyLocalExposureCS shader in PostProcessLocalExposure.usf computes UV coordinates for the LumBilateralGrid 3D texture using Output_ExtentInverse (1/RenderTargetSize) instead of Output_Viewport ...
This is a common crash affecting users in 4.16 and the 4.17 Previews. The two descriptions provided by users say their crash occurred after updating their project from 4.13. User DescriptionsUpgra ...
This may not be an expected use of state machines, but it is becoming a showstopper for a couple of users. These user's are caching their locomotion state machine and then using a second state mach ...
A licensee reports that their large map has a 10s cost in the AssetRegistry when resaved. They took a profile and found the cost is mostly in LoadCalculatedDependencies for the map, and most of that ...
Hello! When importing .mtlx files that contain textures with the same name (but different filepaths), only the first texture is imported. This seems to be due to the function CreateTextureNode() i ...
Flickering can occur on translucent materials, usually in the distance when there is at least one directional light and when using VSM. Flickering seems highly dependent on framerate and timing. L ...
UAbilitySystemComponent::DestroyActiveState() is called when the component is unregistered (OnUnregister) and when its destroyed (OnComponentDestroyed). It performs state cleanup such as canceling a ...
The problem is in the function with signature "ULevelStreaming* GetLevelStreaming(FString SafeLevelName, UWorld& World)" within LevelSequenceActorSpawner.cpp at line 30. The problem is with the Safe ...
Materials applied to the lava in the elemental demo are not rendering during the cinematic. With the dim lighting in the cinematic the lava appears very dark. The following shader compile warning ...
Not a regression as this also occurs in 4.25.4 Packaging does not work with BP Nativization on exclusive or inclusive (see [Link Removed]) Error Messages (see log for full output, many related err ...