Set Niagara Variable (Object) does not work for texture objects. ...
This issue is similar to [Link Removed]. But I tested the shelve 10164190 mentioned in the comments. It didn't work. ...
The crash occurs from "check(BoneBlendWeights.Num() == NumBones);" This crash occurs when the following conditions are met;The skeletal mesh LOD is changed.The number of bones is difference between ...
Planar Reflection actor does not reflect the intensity change of the SkyLight. In attached images, the Intensity of the SkyLight is set to 2. The darker area on the right is affected by the Plana ...
Sampling a Cascade Mesh Particle's scale always returns XYZ as 1.0 This is a regression from UE4/Release-4.24. This does NOT affect Niagara Mesh particles. I've attached a Cascade (left example ...
(Enduring Games) I investigated it and found that the following primitive data flag test in BasePassPixelShader.usf fails: (GetPrimitiveData(MaterialParameters).Flags & PRIMITIVE_SCENE_DATA_FLAG_DE ...
paint layers do not take effect on all tiled layers that have a material incorporated if a user attempts to paint on them from the persistent level. ...
This is a regression tested in //UE4/Release-4.27 CL#18319896 GPU Lightmass ignores IES Profiles on Static Lights while building lighting. Tested with different Global Illumination and Reflection s ...
If a post process volume is set to use a material shader, reducing the screen percentage while in VR Preview will shift the coordinates left/right. ...
Material Base Pass Instruction Count will change from a value established when plugging in components pre-compile to a higher value on post compile, but when the material is reopened the count rever ...