We can see refraction gets distorted after we have a bigger PDO value, and it's not because the depth is more shallow, but looks like some kind of scene color texture lookup error. Also, not sure i ...
Texture viewed in texture viewer has white fringes [Link Removed] This appears to be caused by transparent texels having white stored for their color, which causes artifacts with bilinear interpol ...
Confirmed in Main 4.22 @ CL 4586854 in 4.21 Alpha looks to be about 1 pixel larger than other channels in certain parts of the texture "The issue is not improved by changing compression settin ...
Lots of details on the related UDN thread. In short, Navigation System is not handling properly deep component hierarchies. I've added a test map for this to AIProject, it's ComponentHierarchyOnNa ...
When a material that uses BumpOffset is fed into the Emissive Color of Surface Opaque Default Lit material and then applied to a nanite mesh, a visible seam can be seen along edges and the intersect ...
I'm not sure where to set this value, but it's extremely noticeable when the value defaults to -7 and you go and place a node and it looks like a colorful square smaller than your fingernail. I tri ...
REGRESSION Does not occur in 4.24 Crash occurs if the user spawns an actor with an instanced editable Gameplay Tag node that was changed on the spawn node. Another user reported this happening wit ...
The behavior of non-variable class pins has changed in 4.26 where abstract classes like AInfo are being excluded from class pickers for general utility functions like GetAllActorsOfClass. This is no ...
Setting the Emitter Time module with an emitter that is not set to loop will result in an incorrect render of the particles past the emitter duration. Emitter Duration set to 3 seconds:[Image Remov ...
After enabling forward shading materials with their decal response set to "normal" have incorrect shading. In the example project there are many pointlights and their specular highlight doesn't disp ...