Nanite Tessellation displacement direction is incorrect for landscapes with non-uniform scales. It seems to use the normal from the unscaled landscape, which can result in the displacement causing t ...
User has provided a trace file attached to case. User experiencing going out of memory during gameplay with console command "Pause" activated. Using 5.6 from Perforce in the Release-5.6.0 stream at ...
Nanite::BuildShadingCommands() launches two asynchronous tasks: ShadingCommands.SetupTask ShadingCommands.BuildCommandsTask BuildCommandsTask is responsible for modifying ShadingCommands.Commands ...
Static Meshes that draw into RVTs and have "Draw In Main Pass" is set to "From Virtual Texture" (ERuntimeVirtualTextureMainPassType::Exclusive) will still draw in Occlusion Queries. This can be tr ...
A licensee has reported that they are trying to run a cooked project with r.PSOPrecache.GlobalShaders=2 and running into a crash. They believe the problem is in PrecacheComputePipelineStatesForGlob ...
When generating the textures for Approximate HLOD layers, the Nantie geometry is very low resolution, resulting in the captured textures fitting the actual HLOD geometry poorly. This creates visual ...
Parameters attached to the input of a Vertex Interpolator Material Expression are visible in the Material Instance, even if the output of the Vertex Interpolator Material Expression is not connected ...
The bug only happens when the ChildActorComponent is added to the BP after placing instances and saving the world. Adding the ChildActorComponent after this will result on the name of the child acto ...
Nanite meshes only cast virtual shadow maps and do not cast any distance field shadows, regardless of the distance of the shadow casting mesh to the camera. ...
The UMG editor allows us to add a Material Parameter Control track to an animation. This track makes it possible to animate parameters used in a material. Designers can scrub the timeline and previe ...