When a Geometry Collection is in a Blueprint, attached to other components, it can render incorrect motion vectors at some angles. In the test project, any angle that is not a multiple of 45 will re ...
A licensee has reported that it is not possible to disable texture streaming of a given TextureLODGroup by setting "NumStreamedMips=0" in their device profiles. Currently, using 0 results in the sam ...
Setting Allow CPU Access on the mesh, or setting bSupportsManualVertexFetch=1 in Engine.ini, avoids the crash. ...
When a montage slot node output is pushed to a Pose Cache and used in a Two-Way Blend, the value returned by GetSlotNodeGlobalWeight will be the current fractional value rather than the actual globa ...
When View.Family->EngineShowFlags.CompositeEditorPrimitives is false in the function RenderEditorPrimitivesForDPG. This code picks which version of the batched lines to renderconst FBatchedElements ...
When shadersymbols are requested, cooking shaders writes the symbol files into {Project} /Saved/ShaderSymbols/<PlatformName>. These symbols are written by the function FShaderSymbolExport::Write ...
When a project is run with these settings in a template project, untracked virtual memory increases. Cvars r.GBufferFormat 3 r.Lumen.TraceMeshSDFs 1 r.Lumen.TranslucencyReflections.FrontLayer.Enab ...
The BLAS for Skeletal Meshes that don't move, or tick get updated every frame even if the animation and skin cache aren't updated. This adds over 1ms to update time. The only exception is if the sk ...
Context The blueprint editor allows you to override an actor component's class in derived blueprints (component details panel -> Component Class). [Image Removed] Problem When a blueprint and it ...
Lumen HWRT Reflections of Masked Materials are incorrect when "r.Lumen.Reflections.HardwareRayTracing.Translucent.MaxRefractionBounces" is greater than 0. The same issue occurs if the Post-Process V ...