Stationary Spot Lights in Forward Rendering cause artifacts when lighting transluceny set to Volumetric PerVertex NonDirectional. When the camera is moved around the object, the lit vertices flicker ...
[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 ...
Deleting a dynamic component on an actor that's currently net dormant doesn't replicate the deletion to clients, even if FlushNetDormancy is called. This is inconsistent with adding components, whic ...
Issues observed: - When bRenderStatic is on and bNoSkeletonUpdate is off, CachedMeshDrawCommands takes a significant chunk of time, because the scene primitive transform is being updated every fra ...
Licensee reported issues with ProceduralMeshComponent, which were solved by changing the plugin loading phase from Default to PreDefault. Also reports unspecified issues with running game builds. ...
"This ensure is intended to catch regressions where rendering programmers add a loose parameter to LocalVertexFactory, breaking dynamic instancing on regular static meshes. InstancedStaticMeshes c ...
The engine will crash when cluster bounds barely overlap. ...