A check() is being hit intermittently when using adaptive virtual texture. check(Entry.Magic == Handle.Magic) inside FVirtualTextureProducerCollection::GetProducer ...
The bOnlyOwnerSee flag is used to hide primitives per view. Because UDecalComponent doesn't inherit from UPrimitiveComponent it doesn't support this. We need to add this funtionality to UDecalCompon ...
When implementing Volumetric Clouds in a splitscreen game, the clouds on the second player's screen render incorrectly. If the Two Player Splitscreen Layout is set to Vertical, then the clouds rende ...
RVT only primitives are being pushed through the occlusion culling. It would be more efficient to not do that. ...
Ambient Occlusion does not seem to function when enabling Forward Rendering. I tested the level without Forward Shading and could notice a visible difference in the shadows when Ambient Occlusion wa ...
If a virtual texture physical pool becomes oversubscribed the current behavior is: Log a one time only warning: ''Failed to allocate VT page from pool...' Continue to evict the least recently used t ...
A texture can be toggled between virtual texture and regular texture using the Convert to virtual texture/regular texture tool in the texture asset context menu. This updates referencing materials t ...
Virtual textures can appear blurry or corrupt in the texture editor view. [Link Removed] ...
There have been a few times internally and with licensees where people have enabled virtual texturing on a project to access RVT and then have been surprised when textures start to be imported as st ...