From Licensee: When we have Instanced Stereo enabled, all our materials that use Scene expression nodes (SceneDepth, SceneColor, etc...), render incorrectly in the right eye. It only happens to the ...
Base Pass Shader results are not showing, or showing up incorrectly when looking at the Stats results within the material editor of an Unreal Editor using Vulkan. Regression Tested: //UE4/Release-4 ...
The licensee has identified a potential fix by changing if( Settings.bLerpUVs ) to if( Settings.bLerpUVs || UVIndex == 0 ) On line 389 of NaniteBuilder\Private\Cluster.cpp in UE 5.5 ...
Reproduced 3/3 times, issue also occurs in //UE5/Release-5.0 - CL 20979098 Binary. Confirmed NOT a Regression. ...
A crash occurs when using ray tracing with spline meshes preceded by the following ensure : Ensure condition failed: NumCPUVertices <= VertexBufferNumElements File: Engine\Source\Runtime\Renderer\ ...
When Vertex Animated Texture is used to animate a mesh with World Position Offset, often the Max World Position Offset Displacement Material setting must be increased or the Bounds Scale increased, ...
Regression: Tested in Release-5.0, this issue occurs so it is not a regression. This issue was first reported using the Automotive Materials assets, as the Anisotropy material on MI_Metal_Brushed w ...
Shorter steps:Steps 1-8 from Steps to reproduce (create level with water body)Find BP_BuoyancyExample in Content Browser (Engine>Plugins>Water Content>Blueprints)Place BP_BuoyancyExample above the w ...
When an animation is currently blending out due to automatic blend out or GameplayLogic, further StopMontage with specific BlendOut will not update the time to blend out of the current blending out ...
UAnimNotify::Notify not called during USkeletalMeshComponent interaction with UPhysicsControlComponent when PhysicsBlendWeight is zero. The licensee has provided his analysis of the code: If USkelet ...