Strange performance when adjusting r.ScreenPercentage

Rendering - Apr 6, 2021

A UDN user has reported strange performance characteristics with occlusion queries / lights when using screen percentage. It appears using a higher screen percentage is faster; the user attached a s ...

Incorrect AO rendering when that using SSGI.HalfRes

Rendering - Apr 6, 2021

This problem seems to have started from 4.26. Also, setting r.DiffuseIndirect.Denoiser=0 will increase the noise but invisible the rendering in problem. ...

Crash when adding a Material Layer with a MaterialFunctionCall node to a Material Instance

Rendering - Mar 30, 2021

Adding a Material Layer to a Material Instance that has a Material Function Call node connected to the Set Material Attributes node causes the editor to crash. I tested a Material Layer without the ...

Crash occurs when adding code to custom node in Material Function.

Rendering - Mar 16, 2021

A Salesforce ticket reports that entering the above code into a custom node in a Material Function causes a crash. I was able to repro his crash reliably. This is a regression. Working as expected ...

incorrect virtual texture shader code(in FinalizeVirtualTextureFeedback) on Mobile forward platform

Rendering - Mar 15, 2021

in the function FinalizeVirtualTextureFeedback, the micro "USE_DBUFFER && MATERIALDECALRESPONSEMASK" returns true on mobile forward, while there is no DBUFFER on Mobile forward obviously. This takes ...

Most Material Instances render as the World Grid Material when placed on a Skeletal Mesh

Rendering - Mar 10, 2021

When adding certain Material Instances to a Skeletal Mesh, the Material Instance break and renders as the World Grid Material. This persists in the project and the Material Instance cannot be used u ...

Incorrect SRV bindings in RTWriteMask shaders.

Rendering - Mar 8, 2021

RTWriteMask shaders were using incorrect array bindings, causing visual artifacts. ...

DynamicMeshBuilder.cpp does not add a value to the InTangentY variable in the AddVertex function

Rendering - Mar 4, 2021

This was found as a result of Licensees doing a Code Review of the Engine code. Here's the code snippet in question. It seems to be missing a line similar to Vertex->TangentY = InTangentY;.:  int32 ...