When using the Material Layer system and virtual textures, the number of physical texture samples in the shader increases with the number of material attributes that a virtual texture writes to. The ...
A user has reported an issue where Possession replication or Character Movement replication, unsure of which, is not working properly for some clients. It seems to work fine for the first client but ...
When using PerInstanceRandom in a material that is applied to a Hierarchical or normal Instanced Static Mesh component, there are issues of the value resetting when certain transform operations are ...
Using the Horde Artifact browser browse to a folder with a lot of files in a subfolder (for example temporary artifacts that contains Engine/Binaries/Win64, see attached) and use the "Download" butt ...
Distance Field Ambient Occlusion does not render in VR. I mentioned to the user reporting this issue, that using DFAO is more than likely disabled by default due to the baseline cost of using the ' ...
This crash occurs when you create a landscape, then create and save a material. Note The crash does not occur unless a landscape was created first I came across a couple of crashes revolving around ...
(Note: all enums seem to fail when exposed as a user parameter and changing the exposed int does not impact the result of the simulation) Add a rigid mesh collision query di to a scratch module pe ...
Some users have recently reported 'GPU crash dump Triggered' crashes launching, importing, or performing simple actions. Communicating with one user, general GPU TS has not helped(check for OS/drive ...
When a Niagara System is placed at around 10^8 units away from the origin, the movements of the mesh particles aren't smooth as expected, but jumpy. These particles behave as if they are using a flo ...
When using the Property Access node on Animation Blueprints to gain performance by better exploring parallel processing, it is possible that the underlying accessed property or any intermediate acce ...