Control rig blueprint spawns with Event Graph rather than Rig Graph when 'Spawn Default Blueprint Nodes' is false

UE - Anim - Rigging - Control Rig - Jun 7, 2021

It seems that disabling the 'Spawn Default Blueprint Nodes' editor preference results in control rig blueprints being created with event graphs rather than rig graphs. It doesn't appear to be possi ...

Check() when loading a child anim BP used as a linked instance

UE - Anim - Runtime - Anim Blueprints - Jun 7, 2021

Check encountered by CloudChamber. Slack thread: [Link Removed] ...

HDR is washed out or broken across multiple platforms

UE - Graphics Features - Jun 4, 2021

Default HDR images look incorrect for different reasons on each platform: PC SDR:[Image Removed] PC HDR:[Image Removed] ...

Different instanced materials are seen as the same material due to GUID

UE - Graphics Features - Jun 3, 2021

See licensee description of the issue: The problem appears when I have two instanced materials with the same number of parameters. I've noticed that ShaderMapId has MaterialLayersParameterIDs where ...

Ensure when changing the Mip Gen Settings in a Texture 2D Array

UE - Rendering Architecture - RHI - Jun 3, 2021

When changing the Mip Gen Settings of a Texture 2D Array, several errors such as: Error: Corrupt texture [NewTexture2DArray]! Missing bulk data for MipIndex=0 appear in the output logs and an Ensure ...

When Niagara is set to DesiredAge in Sequencer, the processing load increases after play

UE - Niagara - Cinematics - Jun 3, 2021

This does not happen in 4.25.4. It has been confirmed to occur with 4.26.2 and UE4main. After playback is complete, a large amount of stalls can be seen in Insight. ...

DFAO artefacts created by landscape painted invisible in cooked builds

UE - Graphics Features - Jun 3, 2021

Looks like the issue stems from the DistanceFieldBentNormalAO pass ...

Shader compilation error occurs when using values sampled from texture for Customized UV1

UE - Graphics Features - Jun 3, 2021

Shader compilation error occurs when using values sampled from texture for Customized UV1. No problem when connected to Customized UV0. This problem compiles well if I change the value of Const to ...