A Nanite primitive casting a CSM shadow on another Nanite primitive with "Cast Shadows" disabled, will have it's shadow disappear completely when r.Shadow.CSMCaching = 1. ...
Slack thread [Link Removed] Probably related to the same issue seen on Android, explained here: [Link Removed] ...
It looks like the output of the debug pass is ignored, and the final output from the last frame before the pass was enabled is displayed instead. If the pass is modified to return a different textu ...
For desktop renderers, deferred and forward are both one draw.[Image Removed][Image Removed] ...
The project was built in Unreal 4.27.2 binary from the Epic Games Launcher. At this stage we have only observed the crash on devices with a hardware combination of Apple A9 1.8 GHz and 2GB of Memory ...
In 5.1.1, the depth calculation is not functioning properly on mobile ES 3.1 preview, resulting in reflections occurring in areas where they should not. When checking with RenderDoc in ES 3.1 Previ ...