4.24 Instanced Stereo Distortion Error in ComputeBufferUVDistortion

Rendering - Features Teams - Nov 13, 2019

4.24 moves distortion calculations to the file DistortionCommon.ush and its`ComputeBufferUVDistortion` function. The code in the INSTANCED_STEREO define no longer works as `Interpolants` isn't passe ...

Custom Depth incorrectly displays in game when Post Process is set to 'Before Tonemapper'

Rendering - Features Teams - Oct 28, 2019

Custom Depth is not displaying correctly when setting Post process to Before Tonemapping. We see this as a regression. This was working properly in 4.22. ...

Single Channels From a Curve Atlas Node Does Not Remap to New Values

Rendering - Features Teams - Oct 18, 2019

Single Channels from a Curve Atals Node Does Not Remap to New Values. Working as expected in 4.22 CL# 7053642 Found in 4.23 CL# 8386587, 4.24 CL# 9630693, 4.25 CL# 9615021 This is a regression. ...

Issues with translucent material when using sceneColor node.

Rendering - Features Teams - Oct 11, 2019

Issue seems to be linked to Eye Adaptation. Turning it off results in the sphere to be invisible. The attached image shows the output of the editor versus game mode (cooked or -game) This shader w ...

Custom Depth does not override occlusion if it's set during runtime

Rendering - Features Teams - Oct 4, 2019

Adding a Custom Depth material at runtime does not make the object its applied to render through walls. Tested in 4.22.3 (CL - 7053647), 4.23 (CL - 8386587), 4.24 (CL - 9413529) ...

Regression in tonemaper sharpen

Rendering - Features Teams - Oct 2, 2019

ClearMotionVector does not clear cloth motion blur velocity

Rendering - Features Teams - Sep 24, 2019

ClearMotionVector does not clear cloth velocity that causes temporal AA or motion blur. ...

Directional light triggers 'too many overlapping lights' error in forward shading

Rendering - Features Teams - Sep 24, 2019

The underlying reason seems to be that the stationary lights require SM channels for casting shadows  from movable objects and they are assigned channels 0,1,2 by lightmass (or somewhere along the w ...

Camera Fade does not work when HDR is enabled

Rendering - Features Teams - Sep 24, 2019

This issue only occurs when HDR is enabled. If it is not HDR, Camera Fade will work. The setting of the sample project is switched by Level Blueprint.[Image Removed] ...

Sub Surface Shading Model has Strange Blotch Color Artifacts when Used with a Ambient Cubemap

Rendering - Features Teams - Sep 23, 2019

Sub surface shading model has strange blotch color artifacts when used with ambient cubemap. Since the subsurface profile shading model can't be used with ambient cubemap I wanted to use the regular ...