When a Curve Atlas Row Parameter node is used with a Texture Sampler connected to the curve time input, the sample type uses derivative ops. This has negative performance implications for Nanite co ...
Context In actor blueprints, you can change an inherited component’s class in the editor by selecting it in a child blueprint and changing its Component Class in the Details panel. Problem When o ...
Crash / null pointer dereference in FNiagaraEditorModule::PrecompileDuplicate(). File: Engine/Plugins/FX/Niagara/Source/NiagaraEditor/Private/NiagaraCompiler.cpp Function: FNiagaraEditorModule::Pre ...
Description* We are using Interchange's `UInterchangeManager::ImportAssetAsync()` to import GLB files at runtime in a packaged (Shipping) application. The orchestration layer (`ImportInternal` in `In ...
UMaterialInterface::GetStaticComponentMaskParameterValue gets the parameter value from the static switch list instead of from the StaticComponentMask list GitHub branch 5.8 still looks to have this ...
A licensee noticed that SUPPORTS_ANISOTROPIC_MATERIALS is not passed to FShadeLightSamplesCS::ModifyCompilationEnvironment for MegaLights ShadeLightSampleCS. Adding it fixes the issue. ...
In UCharacterMovementComponent::TwoWallAdjust, characters can gain unintended upward velocity (slope boosting) when hitting corners with an acute angle (<=90 degrees) while in the Falling movement m ...
Light functions don’t render on grooms when using ray traced shadows and positions in the light function material. The setup:A light (point/rect/spot) pointing to a groom hair system. The light's ...
In game sessions when the value for world time becomes large enough we start running into floating point precision issues. These issues can easily be seen in materials which do periodic animation b ...