When adding new HISM instances, actors using SpeedTree -> WorldPositionOffset material are reset. 4.19 Repro project provided by user. I was unable to get WPO wind working in 4.18, I did noticed th ...
Foliage: Speed tree wind is reset for every add/remove/update on instances What is happening:When we invalidate the render state, proxy are recreated, causing the wind to be removed and add again, ...
It appears that the Lightmass Volumetric Lightmap does not work with Landscape textures. When it samples the Landscape with some textured material, the resulting lighting build data does not match t ...
The listen server will see jitter in clients character movement and animations. This is hard to notice without the "slomo" command but is extremely obvious using "slomo". Clients will see server and ...
On Mac in VR Mode, when scaling the world with the controllers while the Blueprint Editor open, all open windows begin jitterring violently. This only occurs if the Blueprint Editor is one of the op ...
Enabling bShareMaterialShaderCode breaks memory tracking and wastes memory due to issues in ShaderCodeLibrary. It is also worth noting that after cooking with bShareMaterialShaderCode enabled causes ...
When playing a replay with DemoPlayTImeDilation set to 5, and jumping around the timeline using GotoTimeInSeconds(), the play back can break, with game actors freezing and violently shaking. It seem ...
This is caused by FLightmassMaterialProxy doesn't have GetStaticParameterSet() function. (FMaterial::GetStaticParameterSet() is called.) It can be fixed by adding the following function to FLightma ...
UE4 applies 1-x transform to V coordinate when importing UVs from mesh. This is to handle GL/D3D differences in texture origin, but it breaks UDIM page addressing. It's possible to apply a fix to ...
When using SessionFrontend on some devices, when leaving the app (going to the home screen or another app) or sometimes locking the device there is no more audio after returning to the game. "It lo ...