This issue occurs in both World Partition and Non-World Partition levels, and does not seem to occur with Nanite meshes. You can still select Nanite foliage instances after placing them, but selecti ...
A pop can be heard when crossing the Air Absorption distance range while using an HPF. From Slack: "I tracked it down to specifically the HPF – it's when the filter turns on, it jumps instantly to ...
Landscape component edges can become disconnected when using Nanite Tessellation at the edges of weight-blended layers. ...
There is a clear difference in color saturation for the nav mesh debug material between when lit by a light with low lux values (6) and when lit with high lux values (1000) and eye adaption is enabl ...
When DrawMaterialToRenderTarget function is called on tick and actors are spawned in game, the lumen shadow/GI visually flickers. Debugging shows that the lumen screen probes are flickering as well. ...
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 ...
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. ...