Directional light is not casting shadows past a certain point in large worlds on all actors/grass. In 4.19 CL# 4033788 shadows show up but not until the camera is very close to the object. 4.19 Pro ...
Classes that inherit from FTickableObjectBase are added to the tickable queue by the QueueTickableObjectForAdd function during their construction (see FTickableGameObject::FTickableGameObject). At t ...
The material function Input Displays incorrect data type for Volume Texture, Static Bool, Material Attributes, and External. The function will still work properly however the type data is displayed ...
Distance Field shadows do not appear to be working with those using Radeon series cards. Sample project attached DXDiag of machine that is having the issue is attached. AMD Radeon 200 series. ...
Adding variables to a structure that is an input parameter of an interface function causes a compile error in any blueprint that implements the interface until the interface is recompiled. Compile ...
User is trying to use the Functional Test class to construct some automated test cases. Whilst doing this they noticed that adding a BP_Actor (just a static mesh engine cube) that simply rotates (v ...
When using materials with CustomData inputs, such as the Eye material with Iris Distance and Mask, Virtual Texture samples will increase the instruction count for each unique VTPageResult. Each cus ...
The GetUniqueName() function attempts to make sure that all node names are unique. For nodes that are used a large number of times, it adds a numerical value to the end of the name. Prior to 4.18, t ...
The Virtual Scouting tools appear black in scenes using real-world physical lighting values due to their UI Material Domain since they do not have an emissive channel and do not accommodate viewport ...