TSR (and TAA) history accumulation gets reset when taking viewport screenshots or when clicking on an empty area in the outliner (when a tree item is selected). This can cause an undesirable issue w ...
Hi, I also ran into an issue when exporting a skeletal mesh that has multiple sections that all share the same material slot. It looks like the index buffer that's constructed is incorrect. In GLTF ...
In the Viewport, enabling Wireframe Mode (ALT+2) along with HDR (EyeAdaptation) Visualization crashes the Editor. I've tested different versions and this issue is not present on 5.0, but it reproduc ...
When using Capture Manager in Live Link Hub to discover takes which contain video encoded with the YUV444 pixel format will cause the application to hang. The Windows Media Foundation library used ...
When an Animation Sequence is overridden by a LevelSequence, and later reverts to its original animation state, the AnimInstance fails to properly reinitialize. This prevents subsequent animation lo ...
When a groom is present, setting any SamplesPerRay SMRT CVar to zero results in an unexpected complete shadow projected from the light. ProjectLight() in VirtualShadowMapProjection.usf has addition ...
A groom cache will not cast a raytraced shadow with only 1 spatial sample. It does not matter how many temporal samples you have. ...
UnrealServer -precompile -allmodules fails to compile with - Plugins\Media\PixelStreaming2\Source\PixelStreaming2\Internal\UtilsCore.h(34) : error C4702: unreachable code This compile setting is us ...
Text widget with Outline uses 2 LayerId levels to draw the outline and the text glyphs. This can be seen in function FSlateElementBatcher::AddShapedTextElement(), where lambda BuildFontGeometry() is ...
Hello, We're encountering a fatal error when trying to set up a project in Horde using the AutoSdk: Fatal error: EpicGames.Perforce.PerforceException: Unable to parse view map entry: " ...