RenderTrace plugin does not appear to have been updated for a change that moved the GPUScene out of the View buffer to its own uniform buffer. (CL 24027890) The test project is based on FirstPerson ...
[Link Removed]I think it is because that the "bOnChipSunMask " is false as Distortion activated (MobileShadingRenderer.cpp line 378), the "UseFetch" is true as the Android device support shader fra ...
This causes the ObjectId pass in MRQ to fail to distinguish between materials in the resulting Cryptomatte file. It looks like FGeometryCacheSceneProxy doesn't implement CreateHitProxies so it's f ...
When you preview a node in the material editor, the Previewing text inconsistently appears on node and when previewing stops does not disappear. The Blue and Green Color change appears to work as e ...
It looks like the Functions Get Float Parameter, Get Vector Parameter, Get Actor Parameter, Get Color Parameter are listed in the API, but are not callable in a Blueprint. ...
When making a Simple Fresnal node inside of the Material Editor and plugging it into the Basic Color node it returns strange values for the preview. Specifically the dark inner color will move off t ...
When making changes to the properties of the paint mode (paint color, brush settings, etc.) the actions are not logged into the undo history and therefore cannot be undone. Attached is the screensh ...
When a WorldAlignedTexture node is connected to multiply and then to a base color output, the material cannot be compiled, giving an error about an undeclared local variable "Local27". Does not happ ...
When a Light Function material is applied to a light source, and after using a camera position node and plugging that node into the Emissive Color option there is no light being emitted from the lig ...
Reported from this UDN: https://udn.unrealengine.com/s/question/0D5QP00000MLlco0AD/active-dtr-doesnt-render-beforedofmodulated-materials?fromCase=1 The problem is that, except in very specific circ ...