If call SetLightingChannels in blueprint to set a static mesh's lighting channels at runtime, the mesh in the viewport seems can't update to the new lighting channel setting. A weird thing is, if ...
Disabling Shadow Denoiser causes raytraced shadows from Rect Lights to disappear ...
If I disable "Save Record Assets", all animations are recorded. I have checked the implementation of bSaveRecordedAssets, but I am not sure if this is the intended implementation. ...
Oculus Hand Components trigger a crash while playing in editor when Hand Tracking Support is changed to Hands Only. ...
(Enduring Games) Conversation with customer includes test project within which the config changes are also present for review. ...
See "Steps to Reproduce" ...
During gameplay when the view target camera's aspect ratio is not exactly the viewport's aspect ratio, the presence of rendered debug draw elements (DrawDebugArrow, etc) makes the viewport's rendere ...
It looks like the DistantScreenTrace(...) in LumenScreenTracing.ush reports a false positive hit in the dark regions. Using screen trace visualization reports the distance in these regions as 65535. ...
A material on a landscape with WPO will cause major ghosting, even if that WPO is a dynamic {0,0,0} ,such as from a black texture. ...
Non-nanite static mesh components still show an individual highlight outline which individually selected even with other non-nanite static mesh components in the same actor. This is different when t ...