Renaming assets set to Sequencer's Payload will resolve the reference after restarting the editor. This is probably due to the fact that FemaleSceneEventPayloadVariable::Value is a String type. This ...
When a landscape weightmap or heightmap update is required, ALandscape::ResolveLayersTexture is called via the ALandscape::UpdateLayersContent() The problem appears to be that all pixels in the Out ...
When creating a new NiagaraSystem, the DefaultEffectType set in ProjectSettings should be reflected. If another EffectType is already set, it should be respected. The problem here is that when creat ...
In a scene without a sky sphere, increasing the skylight intensity will cause the sky to brighten in the pathtracer. Other renderers do not brighten the sky, and the intensity increase is applied on ...
The Ellipsis overflow method on text widgets can cause an ensure to trip as a result of a render batch being sent with no indices. We could guard against this in SlateRHIRenderingPolicy by checking ...
Sumo Digital Ltd. has reported that the synthetic benchmark has skewed GPUIndex scores when changing graphics scalability settings (i.e. r.LumenScreenProbeGather.DownsampleFactor). They are currentl ...
When a property is created in this way, a local variable with a Private flag is generated. Since such a variable is generally not desirable, it would be better to remove the Private flag upon pastin ...
On an NVIDIA GPU, Instanced Static Meshes can flicker when a Groom card or mesh LOD is visible. This appears related to an issue rendering the ISM into the Scene Depth. At the end of the Prepass, t ...
The UE_EXPERIMENTAL macro is not used correctly in InstancedSkinnedMeshComponent.h. It should come after the 'class' keyword & before UInstancedSkinnedMeshComponent as specified in the documentation ...
When a Virtual Texture is applied as a UI material, there is no associated geometry, so it does not explicitly request the loading of high-res virtual texture tiles. ...