Flickering and large flashes can be seen on reflective objects that are out of focus with DOF enabled. DumpGPU shows that artifacts are visible in TSR . ...
It only happens when changing LOD from strands to cards.not in situations where changing LODs from cards to cards, cards to strands, strands to strands. The card meshes are not rendered immediately ...
Using Streaming Virtual Textures for the lower mips of an RVT using Base Color, Roughness, Normal seemingly leads to both roughness and normal being sampled as 0. This causes a significant shading a ...
New foliage is not visible when applying the paint tool and only shows up after the painting ends. ...
This is due to the same reason behind [Link Removed], as the stack object is passed to MARK_PROPERTY_DIRTY rather than the array property's owner. ...
This seems to occur because the PendingNetGame is not destroyed when the instance browses to the new level to start listening. In UEngine::LoadMap, UWorld::SetGameMode will create the game mode, pro ...
A licensee is reporting a crash (or rather a check fail) in Sceneview.cpp which happens with when a SceneCapture2D is used with DLSS enabled. He has a fix, and wants to share it with us for integrat ...
Heterogeneous Volumes do not respect the Volumetric Scattering Intensity values when running with Lumen, but do (correctly) when rendering with the Path Tracer. ...
Hello! We have encountered a bug with the Interchange pipeline. When an interchange texture import is cancelled due to non-power of 2, and then the same texture is imported again without any change ...
Nanite spline meshes deforming along the world normal vector do not use the same world normal as a non-Nanite spline mesh. This results in inconsistent behavior between Nanite and non-Nanite spline ...