When we set up the draw calls for ISM with GPU LOD selection we submit a draw call per LOD. For this we calculate the minimum and maximum possible LOD with a call to ComputeLODForMeshes() in FReleva ...
When calculating LOD for instances on GPU in NaniteCullingCommon.ush we use:float RadiusSq = length2(LocalBoxExtent); This doesn't exactly match the CPU logic for static mesh component LOD select ...
GPU Lightmass does not support bounce lighting from landscapes, but CPU Lightmass does. ...
When you add a level with stationary lights to another level as a sublevel they will show a first error icon on the lights. Once you close the project or refresh the level this icon is shown as nor ...
Requested in https://udn.unrealengine.com/s/question/0D5QP000006g7Px0AI/auto-exposure-various Previously discussed in https://udn.unrealengine.com/s/question/0D52L00004vKeNJSA0/blending-postproce ...
https://udn.unrealengine.com/s/question/0D5QP000006g7Px0AI/auto-exposure-various Caused by inconsistent usage of ClampMin/ClampMax/UIMin/UIMax in Scene.h Ranges should also be modified based on ...
Rect Lights that intersect geometry can produce NaN pixels in SceneColor, which will affect bloom, FXAA, and other future passes. This can lead to large visible artifacts. The NaN values are produc ...
Reported from this UDN: https://udn.unrealengine.com/s/question/0D5QP00000MLlco0AD/active-dtr-doesnt-render-beforedofmodulated-materials?fromCase=1 The problem is that, except in very specific circ ...
LocalHeightFog actors placed in levels for 5.3 projects are invalid and not appearing in levels after the project is upgraded to 5.4. This is likely due to LocalHeightFog being renamed to LocalFogVo ...
When static lighting is baked using CPU lightmass for a nanite-enabled landscape it causes an editor crash with this assert: ...\Lightmass.cpp] [Line: 546] Attempting to add the same material twice ...