CircleDOF Creates Artifacts When Close to a Translucent Surface With an Object Behind It

Rendering - Dec 19, 2018

With CircleDOF enabled artifacts will occur when getting close to a translucent plane with an object behind it. This does not occur with any other DOF method or if "Render After DOF" is disabled in ...

Incorrect/Different hard shading on meshes in Forward Shading

Rendering - Dec 18, 2018

With forward shading enabled in 4.21 shading appears to be too hard on certain faces. This is working as expected in 4.20 CL# 4369336 Found in 4.21 CL# 4613538 and 4.22 CL# 4666322 ...

Sphere Reflection Captures Are Not Cleared Out of Arrays Properly When Deleted

Rendering - Dec 11, 2018

SphereReflectionCaptures are not properly destroyed when deleted, and still take up space in the AllocatedReflectionCaptureState array. After reaching 341 SphereReflectionCaptures, the only way to c ...

Crash when using a specific Component Mask with Material

Rendering - Dec 11, 2018

This problem seems to stop at Check in HLSLMaterialTranslator.h. If the same value is entered in MCT_Float and MCT_Float4, it branches to True with IsIdentical, but it seems that a problem has occur ...

When PCH is Disabled, Error Occurs in VulkanGenericPlatform.h at Android Build

Rendering - Dec 6, 2018

If disable PCH in Target.cs, an error will occur when building for Android. The log is as follows. LogPlayLevel: Error: D:/Build/Release-4_21_0/Engine/Source/Runtime/VulkanRHI/Private/Android/../Vu ...

Crash on Linux and Windows with Vulkan when adding Atmospheric Fog to a Level

Rendering - Dec 5, 2018

Adding an instance of Atmospheric Fog to a Level causes the Editor to crash on both Linux and Windows when using Vulkan. There is a different callstack when SteamVR is enabled on Linux which is also ...

Changing Levels Does't Clear Global DistanceField

Rendering - Dec 5, 2018

In a packaged game or standalone, if you change map with DFAO enabled the previous DFAO will still be visible. This does not occur in PIE. Found in 4.19 CL# 4033788, 4.20 CL# 4369336, 4.21 CL# 4613 ...

Using Volume Materials in a Material Billboard Causes Crash When Used with Volumetric Fog

Rendering - Dec 3, 2018

Using volume material used in a material billboard Causes Crash When used with volumetric fog. Found in 4.19 CL# 4033788, 4.20 CL# 4369336, 4.21 CL# 4541578, 4.22 CL# 4618663 ...

Custom Stencil Is Not Rendering In UI Materials

Rendering - Nov 30, 2018

Widgets with a UI Material that uses Custom Stencil will not render meshes with a set stencil. This is working as expected in 4.19 CL# 4033788. Found in 4.20 CL# 4369336, 4.21 CL# 4541578, and 4.22 ...

ScreenAlignedUVs Node with X 100% and Y 100% Breaks Infinite Hallway Effect of Portals

Rendering - Nov 27, 2018

A SceneCaptureComponent2D is able to correctly capture the infinite hallway effect for portals. The " X 100% Y 100%" of ScreenAlignedUVs node is necessary to create the material that produces the co ...