Runtime Virtual Texture Volume does not update correctly after World Origin shifting

UE - Graphics Tools - Terrain - Landscape - Nov 26, 2020

Landscape grass ignores the scale of the parent actors

UE - Graphics Tools - Terrain - Landscape - Nov 11, 2020

DrawScale = Landscape->GetRootComponent()->GetRelativeScale3D(); ↓ DrawScale = Landscape->GetActorScale3D(); Changing as above will solve the problem. Output log displays this warning: LogPhysic ...

Shader Complexity not working correctly on Deferred Decals

UE - Graphics Features - Sep 3, 2020

If you place a deferred decal in the world and then set the view mode of the viewport to "Shader Complexity", the decal doesn't affect the complexity value. ...

Nanite Meshes aren't visible when using Texture Streaming Accuracy Viewmodes

UE - Graphics Features - Sep 2, 2020

Nanite Meshes are visible inside the view when using Texture Streaming Accuracy Viewmodes, they are not recoloured This includes all of the Optimization Viewmodes under Texture Streaming Accuracy:P ...

ObjectScale node in the material editor does not work with decals

UE - Graphics Features - Aug 19, 2020

The ObjectScale node does not output the correct values in the material editor. This method works to tile images with a Surface Material Domain on a basic plane, but does not work when using it with ...

Merged actors cannnot cast shadows when source actors Cast Shadows is disabled

UE - World Creation - Worldbuilding Tools - Merge Actor - Aug 19, 2020

Merging actors with cast shadows disabled causes the merged actor to be unable to cast shadows at all. Toggling the Cast Shadows option does not resolve the issue. This is seen in //UE4/Release-4.2 ...

Modifying Override Parameters on NiagaraActor blueprints created from a System Actor does not work

UE - Niagara - Cinematics - Aug 5, 2020

Modifying Override Parameters on NiagaraActor blueprints created from a System Actor does not work The System component appears to only use the default value set in the System.  This issue does no ...

Fix primitive uniform buffer validation.

UE - Rendering Architecture - RHI - Jul 31, 2020

GPUScene primitive validation is currently busted and asserts. It looks like there are two problems: 1) NaN's in the entries can cause comparison issues, so a MemCmp would be better. 2) There's a ...

Character rotations can diverge between clients and client/server briefly under packet loss and using bOrientRotationToMovement

UE - Gameplay - Player Movement - Jun 4, 2020

At some points the rotations will diverge briefly while the client and server attempt to rotate to the orientation direction by going different directions about the rotation axis. ...

There's a split in Normal of World Compositions Landscape.

UE - World Creation - Worldbuilding Tools - World Composition - Mar 25, 2020

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