There is a buzzing artifact on shadows that is seen in the provided test project. The problem seems to be far more subtle when VSM is turned off. Licensee mentions that turning r.Velocity.ForceOutpu ...
Users have come across an issue in 5.4 that causes an assert when many foliage or HISM objects are placed in a level due to a cell size limit. ...
"UPrimitiveComponent::bStaticWhenNotMoveable"'s category is set to Lighting, not Physics. This causes it to be hidden when lighting-related properties are hidden, even though it controls physics sta ...
This seems be solved if asset is modify and saved again (Show in the video resource below ) [Link Removed] UDN Thread: https://udn.unrealengine.com/s/case/5004z00001nzoC9AAI/soft-reference-to-r ...
To avoid confusing users when working with a Native Branching Point Notify set its MontageTickType to be fixed to BranchingPoint. ...
When you add a level with stationary lights to another level as a sublevel they will show a first error icon on the lights. Once you close the project or refresh the level this icon is shown as nor ...
A lot of properties are not getting saved correctly to custom configuration files. This looks like that it can be cause by the FConfigContext::PerformLoad function. New conditionals have been added ...
There is an issue with UPROPERTY enums where the tooltip does not update as expected. When the DetailViewWidget is refreshed, the tooltips appear correctly. For example, ToggleShowingOnlyAllowedPro ...
On PowerVR GE8xxx devices (e.g., GE8320), running with GPUScene enabled on the OpenGL ES path, point/local Lights render nothing or significantly weak result. Withouy GPUScene(UniformView/UBO path), ...