Compsure crashes when reordering transform passes

Rendering - Aug 10, 2020

Re-ording the Transformpass array results in a crash of the engine. Link to repro video: [Link Removed] ...

Masked Material is not displayed in LOD Coloration when turn off D Buffer Decal

Rendering - Jul 22, 2020

This problem occurs not only in LOD Coloration, but also in other debug views such as Required Texture Resolution. ...

Memory leak in Test build when moving ISM with UpdateInstanceTransform

Rendering - Jul 20, 2020

This leak occurs in Test builds, but not in Development builds. Updating InstancedStaticMesh with UpdateInstancedTransform every frame causes a memory leak. This screenshot was taken using Mempr ...

Crash after setting material of Text Render actor to an instance of the default material

Rendering - Jul 15, 2020

Setting the material of Text Render to an instance of the default material then running as in Standalone results in a crash. ...

Several issues with 4.25.1 and Win 7

Rendering - Jun 22, 2020

Users are reporting issues with the 4.25.1 hotfix and Win 7, including running cooked builds and the editor crashing: https://forums.unrealengine.com/unreal-engine/announcements-and-releases/1755531 ...

[CrashReport] UE4Editor-Engine!FMaterial::GetShader(FMeshMaterialShaderType *,FVertexFactoryType *,int,bool) [MaterialShared.cpp:2054]

Rendering - Jun 15, 2020

Generated from CrashReporter Possible dupe of [Link Removed], however callstack differs significantly Error Message: Fatal error: [File:D:/Build/++UE4+Licensee/Sync/Engine/Source/Runtime/Engine/P ...

Target Gamma setting has no effect when using SceneCaptureActor which has no contribution from PostProcessInput0

Rendering - Jun 4, 2020

Expected result is that the Target Gamma slider would apply that calculation to what's being written to it.  RT_PostProcess is a RTF RGBA8_SRGB render target being written to by a SceneCapture Acto ...

VT Lightmaps render different results and no shadows

Rendering - May 21, 2020

VT Lighmaps don't have the same results as the regular lightmap counterpart and don;t render shadows. https://udn.unrealengine.com/questions/578318/lightmaps-different-after-switching-to-virtual- ...