Shader symbols are not generated for the Windows platform. Attempts were made to set the r.Shaders.Symbols=1 value in the projects DefaultEngine.ini, the engines ConsoleVariables.ini and the engine ...
FVirtualTextureBuiltData::GetNumMips() can return 1 fewer mip than it should due to a potential clamping issue at the end of FVirtualTextureBuilderDerivedInfo::InitializeFromBuildSettings() where it ...
When attempting to use console variables to render the BaseColor output, the GBuffer overview or GBuffer normal output is rendered instead. Using the commands in the Editor viewport shows the BaseC ...
When using a modular control rig and baking to a control rig directly from an anim sequence, some parts do not bake correctly. ...
the reproduce video and project are in the slack links: Slack Link: [Link Removed] ...
When disabling Occlusion Culling, Components will not have their Last Render Time updated. ...
EA Motive has run into a crash when using the hair card generator plugin. A missing DLL is preventing them from creating hair cards according to the initial investigation from their engineers. More ...
The UpdateCullDistanceVolumes behavior when saving was changed by CL-36588597. Only CullDistanceVolumes in the same sublevel can affect Max Draw Distance. ...
When calculating the opacity mask, Nanite spline meshes do not have the correct World Position in the Material. This leads to visual artifacts when the mask relies on the world position. ...
First Person Scale and First Person Field of View on camera components do not apply to the depth prepass when rendering First Person View meshes, leading to a mismatch between the depth pre-pass and ...