There is a texture mismatch between the expected texture samplers and actual texture samplers for SingleLayerWater materials that use the Material Function StencilMaskCompare. Also tested on UE5.5, ...
The ChaosCacheManager (CCM) changes the bSimulatePhysics flag from the ObservedComponents and, if deleted, the change will persist, what can lead to confusion as observed physical entities will inad ...
When syncing from a non-repeating montage that is blending out to an anim graph, the anim montage is marked as a follower due to having its PrevMaker as an AnimBoundary(-1), furthermore in this case ...
In this case, I've added inputs to a material function. That material function input uses a parameter as it's default value. [image: Inline image 1] When referenced in the shader[image: Inline ima ...
With the way PLATFORM_XSX, PLATFORM_PS5 etc. are defined, it seems intellisense doesn't know about them, because the .vcxproj only references the Win64 version of Definitions.h, and they are defined ...
The issue is due to the UK2Node_PureAssignmentStatement node that's created during node expansion when AutoCreateRefTerm is used on the target function. In the attached DOTBug image, you can see tha ...
When UMaterialInstanceConstant::UpdateCachedData() updates CachedExpressionData.PropertyConnectedMask for material instances with layers incorrectly, it can lead to various graphical issues includin ...
From licensee: The project contains a small flat terrain with a basic material attached to it - just a single texture sampler connected to the base color output. Also in the project is a skeletal m ...
The buffer start time is calculated by subtracting the TimeBufferHintSeconds from the stream length: const uint32 BufferStartTimeMS = UE::LWC::FloatToIntCastChecked<uint32>(FoundReplay->StreamInfo.L ...
Correct motion vectors are required for things like anti-aliasing to work. Currently ISM/HISM don't support tracking to do this automatically. This is a frequently reported problem for licensees and ...