Material Functions cannot output Texture Objects or Booleans. This seems to be because the Material Editor believes that the outputs are Floats, and forbid connections to inputs that take Textures ...
Light functions do not work as intended with volumetric fog when using clamped mask textures which are not compatible with the light function atlas. In light functions materials, when using any UV ...
With a Render Target From Scene Capture 2D setup in a level , the motion blur settings from a global post process volume is overridden. Was investigating Scene Captures picking up Motion Blur when ...
When using Voice Virtualization settings, if the Attenuation Volume becomes 0.0 do to Focus setting, Restart does not behave as expected on looping sounds. Both Disabled and Play when Silent do wo ...
Context Custom Primitive Data is used to store custom data in an index array that is accessible through Blueprint and code. This allows for variations across instances of the same mesh without needi ...
When calling GetAllocatedSize() on a TBitArray it will round down the result of MaxBits / NumBitsPerDWORD. This means that not enough bytes are allocated when the MaxBits is not divisible by NumBi ...
If a Blueprint event graph contains a Begin Play node that connects to a call to the parent function, the functionality present in the Blueprint Begin Play segment is run before the parent Begin Pla ...
It looks like the SSAO shader does not clamp its sample space to the half view size for the two inputs "Ambient Occlusion" and "AmbientOcclusionSetup", leading to invalid data entering the edge of f ...
When rendering a Light Function into the Translucency Lighting Volume, the World Position Material Expression returns the position relative to the Camera (unrotated), not the World. This can be mor ...