[Image Removed] The image above was the results after building lighting.The far right spheres all have negative scaling(-1 on Y) and reverse culling checked and are instanced.The middle set of sphe ...
On Linux machines users are unable to uncap their framerate in the editor. This issue has been observed in multiple maps, including TM-URO and TM-AnimPhys, as well as Third Person Blueprint projects ...
When a macro takes in a two Wildcard inputs and two Wildcard outputs connecting a variable to one assigns the value of all the outputs even if they don't connect (check attached image). You can see ...
'Exposure Compensation Curve' is not being applied in Standalone or Packaged projects. Confirmed in 4.25 MAIN at CL 10871578 ...
The Radial Blur shader doesn't look correct with ray tracing translucency enabled. Found in 4.24.1 CL#10757647 Reproduced in 4.25 Main CL#11050671 ...
Using r.Shaders.Optimize=0 with native metal libs results in a crash of the packaged build at runtime. Workarounds is to either not use native metal libs for text shaders or in MetalShaders.cpp co ...
deleting the code "&& SimulationStages[i]->bEnabled" in UNiagaraEmitter::GetScripts will bypass the problem [Image Removed] ...
UDN - https://udn.unrealengine.com/s/question/0D52L00005H9X5XSAV/sweepcomponent-never-returns-a-valid-hit-against-skeletal-meshes-when-using-physx?fromCase=1 ...
This memory leak seems to be caused by the TMemStackAllocator of FRayTracingMeshCommandOneFrameArray. Using the FDefaultAllocator for FRayTracingMeshCommandOneFrameArray works as a workaround. // ...