With 5.2, we allowed the take separator to be multiple characters long. But it would appear that when using this feature, if you don't also have a 'shot number' before the take separator, then the n ...
Hi there, I noticed that there is a problem with Montage Section links not updating when a section is deleted from a montage asset. We had a montage with a "Default" section and a "Loop" section. ...
Materials that make use of the analytical derivatives path to avoid hardware derivatives can still generate derivative operations on texture samples when the shading model has a custom data pin and ...
When building reflection captures through the ResavePackages commandlet, it frequently triggers an ensure inside of ReflectionEnvironmentCapture.cpp. If distributed shader builds start causing prob ...
When custom instance data is used to calculate WPO in a Material and applied to an ISM the WPO value in the Lumen scene (ray tracing scene) is different than the visible scene resulting in incorrect ...
Context: Landscape patches are components that can be attached to meshes to affect the landscape as the mesh is repositioned. Problem: The problem is that when using "Texture Backed Render Target" ...
Blueprints can enter a corrupted state where Actors construct DefaultSubobjects using CreateOptionalDefaultSubobject, even though child classes call DoNotCreateDefaultSubobject. In some situations, ...
Descrition: When using the vehicle template the text rendered on the dashboard when using the car is blurred. This seems likely to how the text here is setup vs the hud for the 3rd person view. ...
If a component is created/setup through code and set as the child of a mesh component, clicking the magnifying glass in the Parent Socket field does not bring up the list of mesh sockets to attach t ...
If the resolution of the game is set to something lower than the screen resolution and then set to fullscreen the game will not stretch to fit the screen and portions will be left black. ...