There is an excessive number of page updates when a Nanite landscape has a runtime virtual texture material applied to it with a shading model set to ClearCoat or Cloth (instead of Default Lit). The ...
When using "Get Supported Fullscreen Resolutions" on UE when built with Vulkan, no values are printed out. This is an issue with any platform that builds UE with -vulkan, not just Linux. In Engine ...
The actor position node normally returns the position of the actor with with material applied in world space. As of 4.14 it will return the parent's position rather than the child actor's position t ...
On a landscape actor with Nanite landscape enabled, set the bUseDynamicMaterialInstance property on a landscape proxy and setup a BP to call SetLandscapeMaterialTextureParameterValue / SetLandscape ...
There is a one-line fix for this in a shader file, see their PR on GitHub:https://github.com/EpicGames/UnrealEngine/pull/10251/files ...
Materials using EyeAdaptationInverse may render incorrectly when debug visualizations are active. This issue can be resolved by modifying the EyeAdaptionInverse function in EyeAdaptionCommon.us ...
While going through a GPU pass, film setting in post processing isn't working as expected. This does not seem to be GPU specific The displays should resemble the images in the documentation - PPE ...
PerInstanceRandom does not provide a random value when the material is being used on an Instanced Static Mesh that is spawned at runtime, the value is always the same. Regression?: Yes This did not ...