Using r.Shaders.Optimize=0 with native metal libs results in a crash of the packaged build at runtime. Workarounds is to either not use native metal libs for text shaders or in MetalShaders.cpp co ...
deleting the code "&& SimulationStages[i]->bEnabled" in UNiagaraEmitter::GetScripts will bypass the problem [Image Removed] ...
Found that with machines that have not created a project based on this template before that DDC needed to be compiled with an installed engine, while other machines that have created a project with ...
Video of issue provided by licensee can be seen here - [Link Removed] ...
This comes from this UDN : [Link Removed] It occurs with this setup : [Image Removed] , where Set Material Attributes expressions act as inputs to the Landscape Layer Blend material expression. ...
From customer: Hi there, I stumbled upon a bug where the display units as set in the Project Settings under the Editor Appearance category for properties were not getting displayed properly and was ...
A licensee has reported that they are unable to use an emissive material utilizing the SkyAtmosphereLightIlluminance material expression together with Nanite and Lumen. The linked UDN has some more ...
The following worka round works :float SLevelViewportToolBar::GetTransformToolbarWidth() const { ... #if 0 // float ViewportToolBarWidth = static_cast<float>(GetCachedGeometry().GetLocalSize(). ...
With Instanced Stereo Rendering enabled and the Water plugin enabled (default), PSO precaching speculatively compiles WorldGridMaterial × FWaterVertexFactory* permutations for the Runtime Virtual Te ...