If you run with -rdgimmediate -onethread you can get the callstack that indicates that MRQ is still attempting to allocate the full sized texture and not the individual tile size. ...
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 ...
When custom instance data is used to calculate WPO in a Material and applied to an ISM the WPO value in the Lumen scene (ray tracing scene) is different than the visible scene resulting in incorrect ...
Context: Landscape patches are components that can be attached to meshes to affect the landscape as the mesh is repositioned. Problem: The problem is that when using "Texture Backed Render Target" ...