Dithered LOD Transition does not work on some mobile devices

UE - Platform - Mobile - Aug 27, 2019

I tested with some mobile devices and Dithered LOD Transition did not work on Huawei P20 Pro. This problem does not occur with Snapdragon. This problem does not occur with Snapdragon like Pixel 3. ...

HLSL translator yields duplicated texture sampling code

UE - Graphics Features - Aug 27, 2019

Result: Material will generate following HLSL code inside CalcPixelMaterialInputs(), which results in two PS texture lookups. MaterialFloat4 Local0 = ProcessMaterialLinearColorTextureLookup(Textur ...

Crash when setting Anim to "None" with URO

OLD - Anim - Aug 28, 2019

A Crash can occur when setting a skeletal mesh's animation instance to None when it has Update Rate Optimizations enabled. An unverified proposed fix for this is to remove the nullptr check when ...

Actor sequence no longer has option to open curve editor

UE - Anim - Sequencer - Aug 29, 2019

There is no way to open the curve editor on actor sequences.  ...

VolumeLightingSamples are not generated correctly

UE - Graphics Features - Lumen - Aug 30, 2019

Lightmass.exe SampleVolume.cpp seems to generate VolumeLightingSamples correctly. After that, import processing is performed with Lightmass.cpp ImportVolumeSamples (), but it seems that it is not i ...

When multiple HLODs are set, the transition does not occur correctly

UE - Graphics Features - Aug 30, 2019

The [bIsVisible] flag is set to [1] by the following judgment.const bool bIsInDrawRange = DistanceSquared >= Bounds.MinDrawDistanceSq * HLODState.FOVDistanceScaleSq; Judging from this code, I bel ...

Cascade pooled emitters are not reclaimed on disabled LODs

UE - Niagara - Aug 30, 2019

Pooled memory will not be reclaimed from emitters with disabled LODs if Disabled LODs Keep Emitter Alive is checked. ...

AnimDynamics does not accurately reflect the wind direction when SimulationSpace is set to something other than Component

UE - Simulation - Physics - Sep 3, 2019

The processing related to WindDirection in AnimDynamics( in FAnimNode_AnimDynamics::PreUpdate ) does not consider other than ComponentSpace.// Setup wind data Body->bWindEnabled = true; Scene->Get ...

Memory leak with disable rendering

UE - Graphics Features - Sep 2, 2019

When executing "ShowFlag.Rendering 0", it occur the memory leak because it can't run RHICmdList.ImmediateFlush(). The following code is a workaround. DEC_MEMORY_STAT_BY() is ImmediateFlush. Witho ...