When using any of the Set Linear Limit nodes (X/Y/Z) and converting a project from a previous version of the engine, the nodes get their Constraint Type value reset to Free. I tested this with proje ...
Ambient Occlusion does not seem to function when enabling Forward Rendering. I tested the level without Forward Shading and could notice a visible difference in the shadows when Ambient Occlusion wa ...
If a virtual texture physical pool becomes oversubscribed the current behavior is: Log a one time only warning: ''Failed to allocate VT page from pool...' Continue to evict the least recently used t ...
A texture can be toggled between virtual texture and regular texture using the Convert to virtual texture/regular texture tool in the texture asset context menu. This updates referencing materials t ...
Virtual textures can appear blurry or corrupt in the texture editor view. [Link Removed] ...
There have been a few times internally and with licensees where people have enabled virtual texturing on a project to access RVT and then have been surprised when textures start to be imported as st ...
Reloading a regular texture will convert it to a virtual texture if the size is greater or equal to the "Auto Virtual Texturing Size" setting. This is often not the desired behavior. The status of t ...
When a blueprint interface asset is duplicated in the Content browser, UEdGraph::GraphGuid will not be regenerated so the two graphs will end up sharing the same GUID. This causes problems for any ...
A world leak crash occurs when using NewLevelFromTemplate to duplicate a sublevel of the currently loaded level. The crash doesn't manifest until another level is loaded even though the Sublevel ins ...
The gameplay tag system depends on tags being registered with the global manager as valid in order to correctly read them off disk. Two different issues are combining to cause a confusing ensure and ...