When using deferred decals there are artifacts that are caused by the emissive color of the decal when viewing the decals from a low angle. These artifacts appear as thin lines on the edges of the m ...
Using Streaming Virtual Textures for the lower mips of an RVT using Base Color, Roughness, Normal seemingly leads to both roughness and normal being sampled as 0. This causes a significant shading a ...
In the repro project the player camera has a post process material that slightly darkens the frame by subtracting 0.01 from the final color. When a camera animation based on a camera sequence is pla ...
This issue does not occur if Dbuffer Decals are activated for the project. ...
The collision response of an actor can be changed through the Details panel of the instanced actor and this overrides the collision response settings that were set through the Construction Script. ...
I am using the orthographic camera preview fairly extensively for making an in-engine Tiling Texture maker. This feature is currently busted since the orthographic camera preview window is rendering ...
Top Crash in 4.18 release Comment from User: "Picking a color for my shader" Source Context:// NOTE: The following is an Unreal extension to standard shared_ptr behavior 788 FORCEINLINE ...
RemoveAfterSecondsLambda in AddTimedDisplay function may access released memory during level transitions. The following workaround works : void UViewportStatsSubsystem::AddTimedDisplay(FText Text, ...
I was not able to repro this with template projects in //UE4/Release-4.17. I was not able to repro the lack of collision to the same static mesh I shot at if I tried to run into it. That is why I me ...
// enforce color target is <= depth and MSAA settings match if(RTTDesc.Width > DTTDesc.Width || RTTDesc.Height > DTTDesc.Height || RTTDesc.SampleDesc.Count != DTTDesc.SampleDesc.Count || ...