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 || ...
When selecting the Add Selected Curve Asset button with a Float Track in a Timeline, nothing appears to happen. However, if you delete the Float Track and then either add another Float Track or add ...
In 4.18, Buffer Visualization Modes appear very similar to their representation in Buffer Overview. In 4.19 and Main (CL 4008322) the results are very blown out. Similar issue reported in [Link Remo ...
When attempting to use console variables to render the BaseColor output, the GBuffer overview or GBuffer normal output is rendered instead. Using the commands in the Editor viewport shows the BaseC ...
Due to the changes made to subsurface profile (implementation of full resolution skin shading) it now renders white or with heavily faded base colors under certain conditions. In this case it is wh ...
When a material is utilizing emissive color, separate translucency, and the project is using MSAA the material will give off intense bloom to the point of flashing the screen. [UPDATE] After addit ...