"Depth pre-pass and base pass mismatch on D3D platforms with materials using World Position Offset

Rendering - Nov 6, 2020

Looking at render doc captures in Base Pass we see pixelated black spots [Image Removed] which correspond directly to failed depth test: [Image Removed] See attached project for repro cases. ...

Destroying a camera actor makes the level Dirty

Rendering - Oct 29, 2020

This does not occur except for Camera actors. ...

Power of two non square Virtual Texture causes crash if you resize it or change it in a Material Instance

Rendering - Oct 7, 2020

Power of two non square texture make UE4 crash in Material Instance and in engine resize when it's set in VT ...

Crash when opening a project with Renderdoc plugin enabled while renderdoc is installed on the machine

Rendering - Oct 6, 2020

-The editor will crash when opening a project with the Renderdoc Plugin enabled while the user has Renderdoc installed on their machine. Uninstalling Renderdoc allows the project to open without cra ...

HZBOcclusion fails in split screen when using D3D11

Rendering - Oct 6, 2020

r.HZBOcclusion 1 gives incorrect results with split screen on D3D11. With -d3d12 it renders correctly. It also renders correctly if the RenderDoc plugin is enabled or the editor is running with -on ...

"Out of video memory" crash when attempting to save many assets with source control enabled

Rendering - Sep 25, 2020

This will only repro when connected to source control ...

DX12 crash by lost device while building PSO

Rendering - Sep 22, 2020

It seems to be occurred when exiting fullscreen exclusive mode during the PSO build. And it seems to happen during the loading screen as well as the PSO build. What I suspect is that when focus los ...

Creating a 64K texture triggers an out of memory crash

Rendering - Sep 21, 2020

When building very large textures (such as virtual textures) we allocate very large intermediate buffers for compression at full 4 channel float precision. For a 64K texture this can be 64GB in siz ...