Virtual Texturing causes crash

Rendering - Jul 29, 2019

Virtual streaming a 4K texture and setting the max texture size to 2048 causes the engine to crash. Tested in 4.21.2 (CL - 4753547), 4.22.3 (CL - 7053647), 4.23 (CL - 7445012), 4.24(CL - 7646041) ...

Material with Custom Expression at Vertex Shader Stage Does Not Compile

Rendering - Jul 22, 2019

When Custom expression is connected to custom UV then material wont compile. This is working as expected in 4.22 CL# 7053642 Found in 4.23 CL#7321677 and 4.24 CL# 7321677 This is a regression. ...

Fullscreen Editor Crash when setting both IndexBuffers to False

Rendering - Jul 22, 2019

When setting both IndexBuffers to False the Editor will crash when attempting to use Fullscreen mode with F11. ...

DepthFade does not appear to work Vulkan preview with MobileHDR off

Rendering - Jul 22, 2019

Depthfade does not appear to be working with vulkan if Mobile HDR is disabled. ...

Noise Node Fails to Compile With Voronoi Noise if Ray Tracing is Enabled

Rendering - Jul 19, 2019

Noise Node Fails to Compile With Voronoi Noise if Ray Tracing is Enabled.  Working as expected in 4.22 CL# 7053642 Found in 4.23 Preview 2 CL# 7321677 and 4.24 CL# 7437539 This is a regression   ...

Sharing Material shaders wastes memory and disappears from the memreport

Rendering - Jul 18, 2019

Enabling bShareMaterialShaderCode breaks memory tracking and wastes memory due to issues in ShaderCodeLibrary. It is also worth noting that after cooking with bShareMaterialShaderCode enabled causes ...

Textures are Blurry when Scaling an Actor While r.Streaming.DropMips is Set to 2

Rendering - Jul 17, 2019

If a BP actor containing textured static meshes starts with a small transform scale, when scaled up, the texture streamer fails to load in the higher mips and the texture looks blurry. Working as e ...

Custom Render Passes in Sequencer and High Res Screenshots are rendered incorrectly in HDR with DX12 and r.PostProcessingColorFormat=1

Rendering - Jul 16, 2019

Buffer visualizations rendered in HDR through the high res screenshot tool or sequencer using DX12 and r.postprocessingcolorformat 1 will result in renders that only capture the first row of pixels. ...

STAT_StaticMeshTriangles is not reporting static mesh draw commands.

Rendering - Jul 15, 2019

STAT_StaticMeshTriangles used to be incremented by the static draw policy, which is now removed. The mesh draw command path is not incrementing this stat properly. ...