UVs appear to be broken when client file is imported using Collapse by Material or Collapse All. ...
From licensee: We are using the legacy HLOD system in our game. With 5.5 there was a change to FSceneProxyBase::DrawStaticElementsInternal() where the implementation was removed (https://github.com ...
I could only replicate with the user's sketchup file. Exporting this file as fbx, and importing the fbx in KH doesn't have the issue.[Image Removed] ...
If you have Render All Cameras enabled in MRQ and are rendering a multilayer exr from a sequence that has multiple cameras edited in the camera cuts track the frames where a camera is not active in ...
Context World Partition - Hierarchical Level of Detail (HLOD) system uses custom HLOD Layers to organize large amounts of Static Mesh Actors and generate a single proxy mesh and Material. Problem T ...
Some Material Attribute blends in Material Layer Blends can cause Virtual Texture samples to be duplicated in HLSL. This can be avoided by sampling the Virtual Texture in the Parent Material, and pa ...
In Niagara, Mesh Renderers expose a "Meshes" array for selecting the meshes to be rendered. On each array entry, a property "Mesh Parameter Binding" is available and allows the user to override that ...