FMaterialCachedExpressionData::UpdateForExpressions iterates on all expressions, even for those that are not enabled in a material instance or not even connected to output. This will enable features ...
When global invalidation is enabled, Scale Boxes don't react properly to changes in the size of their contents. Licensees have worked around this by updating SScaleBox::OnArrangeChildren:// This sca ...
Context: GameUserSettings stores user settings for a game, for example graphics and sound settings. The Scalability settings provide a way for to adjust the quality of various features in order to m ...
Regression introduced in UE 5.7. Works correctly in UE 5.6. Up to UE 5.6, the bool value written to the Visibility track's BoolCurve was the inversion of the underlying bound property (e.g. AActor: ...
For devices without framebuffer fetch we are relying on undefined behaviour for depth reading with decals, mod shadows and depth reading materials. (ES2 spec: 3.8.6 Texture Framebuffer Attachment). ...
When we perform a retarget from an input pose rather than another mesh, the transforms within the anim bp have already been conformed to the target mesh by translational retargeting and compatible s ...
High priority item: "Hi guys, I was looking to a GPU capture of our foliage and all draws were set with the KILL_ENABLE register enabled. This register force off Early Z rejection since the GPU ha ...
Crash on undo with SpawnActor node that uses a reroute pin in class wire. "It looks like the variable promotion marks the blueprint as structurally modified, which triggers a skeleton compile, wh ...
When we set up the draw calls for ISM with GPU LOD selection we submit a draw call per LOD. For this we calculate the minimum and maximum possible LOD with a call to ComputeLODForMeshes() in FReleva ...
When trying to build the entire engine solution or UnrealCEFSubProcess directly, Visual Studio 2013 is required to be installed for UnrealCEFSubProcess to complete successfully. There is also an err ...