When creating an Editor Utility Blueprint derived from "Asset Action Utility", UE allows the user to override function "IsActionForBlueprints". When it returns true, the "Supported Classes" setting ...
A UDN user reported an edge case in RDG that triggers an assert. ...
Reported from UDN With RT Translucency and Reflections enabled, Thin Translucent rendering is incorrect on PS5 in UE 5.3 ...
Following code works as a work around : void SFbxSceneStaticMeshReimportListView::OnChangedOverrideOptions(TSharedPtr<FString> ItemSelected, ESelectInfo::Type SelectInfo) { #if 0 check(ItemSele ...
When DitheredLODTransition is enabled for HierarchicalInstancedStaticMesh, in the previous version (5.1.1), dithering was applied during fade-in/fade-out, but in 5.4.3, dithering is not applied duri ...
When the cvar "r.VolumetricRenderTarget.PreferAsyncCompute" is enabled, it will cause Volumetric Clouds to ignore the influence of Volumetric Fog. In high-fog environments, this can cause the clouds ...
It's possible for NaniteStaticMeshesInFlight to never be decremented because all the background workers are waiting indefinitely for the ones in flight to complete their static mesh build. ...
Here is a snap shot of the propose UDN change: TRACE_CPUPROFILER_EVENT_SCOPE(ValidateTextureOverridesForPIE); TSet<UMaterialInterface*> ProcessedMaterials;TArray<UPrimitiveComponent*> Components; ...
There currently is a mismatch occurring when light function atlases are used in conjunction with exponential height fog. When the flag r.VolumetricFog.UsesLightFunctionAtlas is enabled, light shafts ...