In some situations, it can be useful to have a replicated editor-only C++ property (For example, the user that reported this issue was attempting to replicate settings to the client for game designe ...
When UMaterialInstanceConstant::UpdateCachedData() updates CachedExpressionData.PropertyConnectedMask for material instances with layers incorrectly, it can lead to various graphical issues includin ...
Lumen GI has temporal flickering/noise after running the Editor for 3+ days. ...
CSM targets are still created and affect the InjectTranslucencyLightingVolume pass when moving in a project that only uses VSM causing over brightening of fog planes and other translucent meshes. r ...
When using material attribute layers in a material layer setup, there is a potential discrepancy in the number of VT Lookups presented in the material instance's Platform Stats. When the same textur ...
Copy-paste the TestCode.h and TestCode.cpp into a module Activate the customization in the StartupModule() function ``` FPropertyEditorModule& PropertyModule = FModuleManager::LoadModuleChecked<FPro ...
When the camera is just outside of the box bounds and it is angled directly away from it , it will start rendering the particles again (as determined by stat GPU differences) despite being out of vi ...
When a Material Instance is loaded that has a nullptr layer in StaticParametrs.Materiallayers. The Material Instance will create it's own CachedExpressionData but the ConnectedParameterMask will be ...
This is an edge case occurring when changing Input Mode while the Scroll Box is being dragged. When the Input Mode switches to Game Only, further drag actions are no longer possible. However, becaus ...