With multiple Translucent Material sorted in 3-D space or via Transparency Sort Priority, if one of the materials uses refraction it will render on top of the others no matter position or sort prior ...
UNetDriver::DestroyedStartupOrDormantActors maintains a list of deleted startup (and dormant) actors. This is used to notify clients that have joined the server of Actors that need to be destroyed ...
The Vector Field Initial rotation module will have the same rotation for all instances of the same emitter. This is a regression from 4.22. ...
When using a particle system in a blueprint and then moving the particle system off screen and then back on there is the node "Is Active" that can check to see if the Particle is still active. When ...
User will hit an ensure first when pasting a copied custom event, and will crash after compiling. ...
When creating a class (of any kind i.e. an actor), when a collapsed graph is compiled the ref breaks when adding or renaming the graph. ...
I do not know what happen here and I need the help of the rendering team to debug this issue. There is no log at all even with -d3debug If you import the file SK_LOD_Morph_Working.fbx its a similar ...
Shadows cast on a translucent forward shaded materials renders with jagged edges. In 4.27 the edges are different with some jagged points only those points are not as prominent. [Link Removed] ...
Placing a Precomputed Visibility Volume around or through a landscape does not seem to calculate precomputed visibility for that landscape. This is a regression from behavior in 4.7.6. Also Tested ...
When changing a packaged game from Fullscreen to Windowed mode at runtime, the window is placed in the top left corner of the monitor and the title bar disappears. Setting FullscreenMode=2 in the G ...