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 ...
Oculus Hand Components trigger a crash while playing in editor when Hand Tracking Support is changed to Hands Only. ...
See "Steps to Reproduce" ...
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 ...
When TSR is enabled, translucent materials using the AfterMotionBlur translucency pass cause visual artifacts when local exposure is active. The artifacting is believed to occur because the local ex ...
Normally if you have a property in your state tree instance data of the input property(Category = Input), when you compile the state tree, you will get errors if the property does not have a binding ...
When using split screen multiplayer the second or more players that are added for split screen will have their characters shadows occluded when the bounds are not within view of player 1. Setting ...