Licensees have reported that two UMaterialInterfaceEditorOnlyData objects are being created for duplicated assets, causing a name conflict when renaming. ...
Licensees have reported that they always see Index 0 for Texture Cube Arrays. Looking at the RenderDoc, Index1 has a white texture but it's not actually visible.[Image Removed] ...
It works correctly in 5.0.3. ...
There seems to be a leak in the ContactShadow determination in DeferredLightingCommon.ush ShadowRayCast(), but I could not determine if this is the specification. This problem always occurs from 4. ...
When Slomo 2 is used to speed up the process, TicksToProcess is greater than 1, which means that ManualTick is called several times during one loop. When playback is completed by a ManualTick in t ...
For desktop renderers, deferred and forward are both one draw.[Image Removed][Image Removed] ...
Anim node functions are difficult to debug because breakpoints don't get triggered, and printing is difficult from within the function too. ...
Console history is saved correctly in 5.1. The cause is input.ini in EnhancedInput and InputDebugging added in 5.2. Removing these files are a work around. ...
Licensees report that the definition of the USES_PER_INSTANCE_RANDOM macro only considers it in the context of the base material. As a result Per Instance Random used only in material layers does n ...
The velocity when moving the root is output, but it seems that the velocity for each deformation is not output. Since motion blur and TSR use velocity, problems such as ghosting may occur. ...