Repro project: [Link Removed] ...
A UDN licensee has pointed out that they are seeing unresolved Lumen reflection artifacts when they are running their game in split-screen mode. A video of this behavior is found in the Related tab ...
ExportMaterialUVDensities() gets the incorrect value where the alpha channel is referenced (e.g. RegisterIndex of the texture is [3] or [7]) because FMeshRenderer::RenderMaterialTexCoordScales() use ...
When a Material uses WorldPositionOffset, the MaterialTextureScale is calculated incorrectly because FMaterialUtilities::ExportMaterialUVDensities() calls FMeshRenderer::RenderMaterialTexCoordScales ...
The collision for a spline mesh can be calculated incorrectly. The issue appears to be when Alpha is out of range when calculating the slice transforms at splice offsets. ...
Encountered a strange issue where switching to RT Translucency on a PPV would cause it to appear incorrect. However, if you swap the viewmode to Path Tracing, it does appear correct. See screenshots ...
If you right click on a level node in the reference viewer and choose edit, it will bypass prompting you to save unsaved changes in your current level, silently discarding all unsaved work. ...