This Jira was created from the linked EPS case: =============================================== This issue is caused by FSharedStruct batching reachability requests to the same underlying FInstan ...
This is from the linked EPS case: ============================== When 5.0 first introduced TObjectPtr, the guidance was that it would compile down to raw pointer access in Shipping builds to ensu ...
User reports that UserSceneTextures used in Post Process Materials are only correctly rendered inside the left eye in VR. ...
There’s a potential issue with some changes we made to UMaterialInstance::GetParameterValue (https://github.com/EpicGames/UnrealEngine/commit/8f2bebb008ba645f5938da844cd46b0925322b13). It seems as t ...
Flickering can occur on translucent materials, usually in the distance when there is at least one directional light and when using VSM. Flickering seems highly dependent on framerate and timing. L ...
After mesh painting on a BP Static Mesh Actor, and "Apply instance changes to Blueprint" the added virtual texture is removed with the log:LogTexture: Display: Building texture TwoD: /Game/FirstPers ...
The FWidgetAnimationState::OnStopped delegate is getting created when the widget anim state is being destroyed and then queued to be executed later. Something is happening between the queue and the ...
The ListStreamingTextures command causes a crash in FRenderAssetStreamingManager::HandleListStreamingRenderAssetsCommand when there is a virtual texture that uses crashes when encountering one of t ...
When using Substrate in Blendable GBuffer mode, a material with the single layer water BSDF node produces a shader compiler error : MaterialEditorStats: Error: [SM6] Shader debug info dumped to: "\ ...