To speed up our process of creating control rig assets we are working on a Python script to automate this process. We have an issue when we try to attach a static mesh component to a socket of a ske ...
Clear coat bottom normal does not seem to work properly with virtual textures. Different virtual textures plugged into the material's base color can yield different clearcoat bottom normal results. ...
The issue appears to be caused by a mismatch in the value returned by GetResourceSizeBytes(EResourceSizeMode::Exclusive) between InitResources() and ReleaseResources(). At InitResources(), the repo ...
Nanite Tessellation displacement direction is incorrect for landscapes with non-uniform scales. It seems to use the normal from the unscaled landscape, which can result in the displacement causing t ...
When a UMG Text widget is set to Auto Wrap and uses InvariantLeft or InvariantRight, the wrapped visual lines are positioned differently than expected compared to Left/Right. In the current engine ...
Reimporting a Skeletal Mesh via legacy import duplicates mesh sockets. The issue does not reproduce when using the Interchange pipeline. ...
Nanite::BuildShadingCommands() launches two asynchronous tasks: ShadingCommands.SetupTask ShadingCommands.BuildCommandsTask BuildCommandsTask is responsible for modifying ShadingCommands.Commands ...
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Static Meshes that draw into RVTs and have "Draw In Main Pass" is set to "From Virtual Texture" (ERuntimeVirtualTextureMainPassType::Exclusive) will still draw in Occlusion Queries. This can be tr ...
A licensee has reported that they are trying to run a cooked project with r.PSOPrecache.GlobalShaders=2 and running into a crash. They believe the problem is in PrecacheComputePipelineStatesForGlob ...