Dbuffer Decal materials don't render correctly when applied to a decal component in a blueprint. You can compare it to the decal actor and see that they aren't visually the same despite having the s ...
Some key lines in the code:Engine\Source\Runtime\MovieSceneTracks\Private\TrackInstances\MovieSceneCVarTrackInstance.cpp:177 --> Apply CVar when entering sectionEngine\Source\Runtime\MovieSceneTra ...
I've seen this happen in other areas of the editor as well: Data Table fields (floats) for example. Manually typing in numbers to fields seems less prone to this error; using spinners to drag value ...
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. ...
This issue may have occurred due to a refactoring of the related functionality during the engine update from version 5.4 to 5.5. The main reason is that the randomization of BatchColor doesn't work ...
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 ...