Other engine features requiring HZB data (such as per-instance GPU LOD selection occlusion culling or light grid culling) are also impacted regardless of whether r.HZBOcclusion is enabled. ...
A licensee is reporting incorrect or over exaggerated loss of specularity on the Subsurface skin shading model when shadowed by indirect capsule shadows, and then modifying the r.sss.checkerboard se ...
In the Landscape Tutorial Overview there is a word missing in the tutorial. ...
Adding a startup movie to a Lyra Starter game project will cause a crash in a packaged build. Full callstack is attached ...
The flicker is visible in Epic scalability as well, it is just smaller on screen because the fog voxels are smaller (r.VolumetricFog.GridPixelSize). ...
Contrary to the linked UDN question, this doesn't seem to require the actor to be replicated. The problem is that when UWorld::DuplicateWorldForPIE is called for a PIE client instance's persistent ...
When a shadow casting light is closer to the groom than some proportional amount the groom is away from the shadow catcher, the groom's shadow will disappear. This only occurs using VSMs. Raytraced ...
DoesSocketExist always returns false for Sprites in a Flipbook, whether there is a socket on any/all of the Sprites or not. Note: GetSocketLocation seems to work fine, indicating that it is reading ...
Particles using Distance Field collision can have their collision controlled by "r.DistanceFieldAO". It appears that the condition in "ShouldPrepareGlobalDistanceField(...)" from DistanceFieldAmbie ...
If a Material Parameter Collection with a Scalar Parameter is used within a material and that material is called within a widget the scalar parameter will render with a 0 value, even when set to ano ...