I believe that this is happening because of a problem within USubobjectDataSubsystem::FindOrCreateAttachParentForComponent where it is creating duplicates of the character mesh because the "TestScen ...
If we connect a virtual texture to the opacity mask output of a material the material will fail to compile. Currently this is expected because allowing it could cause problems such as:No virtual tex ...
If the same command is executed with 4.27, multiple screenshots will be saved. ...
The nodes I tried to copy are in the screenshot. Hit an ensure before the crash: Ensure condition failed: ScriptVariable != nullptr [NiagaraScriptGraphViewModel.cpp][Line: 294] Script variable sh ...
USD material overrides do not get applied properly to a USDStage prim inside UE. When a material override that is set to a parent prim of USD Material, the override is ignored. A usd material ...
Weird wobbling rendering artifact are generated on the surface of the Mesh located far from the origin. ...
Possibly one of the lesser know features of Blueprints is that we allow the connection of an array of actors to the "self" pin of a function (see pic). This is essentially a shorthand for writing an ...
When using a runtime virtual texture with a resolution of greater than 2^24 we can start to see a lack of precision in sampling when the sampling UVs get closer to 1. To see this we need to be usin ...