If call SetLightingChannels in blueprint to set a static mesh's lighting channels at runtime, the mesh in the viewport seems can't update to the new lighting channel setting. A weird thing is, if ...
When TSR is enabled, translucent materials using the AfterMotionBlur translucency pass cause visual artifacts when local exposure is active. The artifacting is believed to occur because the local ex ...
When disabling Occlusion Culling, Components will not have their Last Render Time updated. ...
When shadersymbols are requested, cooking shaders writes the symbol files into {Project} /Saved/ShaderSymbols/<PlatformName>. These symbols are written by the function FShaderSymbolExport::Write ...
Static mesh components incorrectly display scale information through the Detail's Pane and Blueprint editor window until simulation is pressed. This occurs if the static mesh component is moved to t ...
When rendering from sequencer to an image sequence, character animation stops for 2 frames after a camera cut. This hitch does not occur when playing the sequence in PIE I've attached some sample d ...
In UGameViewportClient::ProcessScreenShots, when bHdrEnabled is true, the Bitmap array is never filled (the capture code uses BitmapHDR), so ScreenshotCapturedDelegate is never called for any custom ...
A hard crash can happen when applying auto convex collision to a complex mesh that is below a certain build scale or screen size. The meshes that cause this have higher poly counts and increasing th ...
UPD: According to Affects Version field, issue reproduces in 4.26, Regression for 4.27 - No. ...