Stationary Spot Lights in Forward Rendering Incorrectly with PerVertex NonDirectional Translucency

UE - Graphics Features - Jun 14, 2019

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 ...

Instanced Static Mesh instance with negative scale has black lighting

UE - Graphics Features - Jun 11, 2019

[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 ...

Component deletion on net dormant actors doesn't replicate properly

UE - Networking - Jul 11, 2019

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 ...

Certain combinations of 'bRenderStatic' and 'bNoSkeletonUpdate' on SkeletalMeshComponent produce undesirable behavior.

UE - Graphics Features - Aug 7, 2019

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 ...

Get D3D12 RHI compiling on strict mode

UE - Rendering Architecture - RHI - Aug 13, 2019

Implement FindCollisionUV for Landscapes

UE - LD & Modeling - Terrain - Landscape - Aug 20, 2019

Issues with ProceduralMeshComponent

UE - LD & Modeling - Modeling Tools - Mesh Editing - Aug 21, 2019

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. ...

Instanced static meshes fire an erroneous performance assert about loose parameters.

UE - Graphics Features - Sep 4, 2019

 "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 ...

HLOD CalculateOverlap crashes when spheres barely overlap

UE - World Creation - Worldbuilding Tools - HLOD - Sep 16, 2019

The engine will crash when cluster bounds barely overlap. ...