Color space conversion in the UI composition is incorrect on DX12 HDR. In the main() function In CompositeUIPixelShader.usf, you can see the following color space transform.// sRGB -> RRT -> ODT ...
Occurring on all native platforms. ...
After disabling the defaults in Project Settings > Rendering > Default Postprocessing Settings, disabling all GlobalPostProcessSettings volumes, and setting the Post Process Blend Weight in the play ...
This is not a regression. Tested in //UE5/Release-5.0 CL20979098 The array for Vector Parameters isn't getting populated when called from a Dynamic Material Instance. ...
When using streamed media source in combination with the oculus go, the video appears to freeze before completion on the device. ...
When creating a pose asset based on an animation and curves with a low number of keyframes if you switch between the pose assets poses, the curves will not be correctly timed with the animation beca ...
The description of projects packaged is defaulting to Unreal Engine. This is happening in development and shipping builds on Windows. Occurring in: 4.10.4, 4.11.2, 4.12.5, 4.13.1 and 4.13.2 ...
Masked Materials have become more expensive in 4.13 and internal builds than in 4.12. Images attached for demonstration along with test map using the bush prop from starter content. Tested with ...
When following the documentation on setting up automation tests, the sample provided for "Simple Tests" does not successfully compile. One of two compiles errors is given based on the TFlag used A ...
Setting the SetActorEnableCollision blueprint node to false does not disable collision for a destructible mesh. Workaround: Adding a static Mesh component and setting any mesh will cause the collis ...