When working on the level editor viewport or testing on PIE, the visual appearance of additive/translucent lit materials changes significantly (and abruptly) when varying the camera FOV or the viewp ...
There appears to be a bug relating to rendering multiple windows that can trigger under unknown circumstances. It has been reported on rectangle lights in the forums and on PostMotionBlur materials ...
We found a d3d debug validation assert in RDG_EVENT_NAME("ShaderDrawDebug"), with the full DLSS integration. It however also reproduces in (4.25.1-release, dev-rendering and the plugin branch with ...
Users have requested that light depth and light position are made available to Light Function Materials.Light Depth We seem to be calculating the per-pixel distance from the light to the surface in ...
Assertion failed: FPlatformTLS::GetCurrentThreadId() == OwnerThread [Link Removed] [Line: 4641] Callstack: > UE4Editor-CoreUObject-Win64-Debug.dll!FLinkerLoad::Serialize(V, Length) Line 4641 C++ ...
This is a common crash affecting Mac users in the 4.16 release. Mark.S: "one of the visualisation shaders is setting up bogus render state" Callstack from LogLogActorFactory: Actor Factory create ...
This is an infrequent but longstanding Mac crash that has occurred since at least UE 4.15. User DescriptionsTried to look at LOD Coloration Callstack from Log[2017.11.15-20.09.54:885][537]TextureS ...
The texture parameters on material instances applied to post process volumes do not respect the priority order of the post process volume, and are in fact inverted relative to the priority of other ...
Changes made with the property matrix are undone when compiling a widget ...
The construction script does not update the parameters of the actor component. Found in 4.19 CL# 4033788, 4.20 CL# 4369336, 4.21 Preview 1 CL# 4435822, 4.22 CL# 4470579 ...