Hitting check(UploadInfo.InstanceCustomDataCount * InstanceCount == UploadInfo.InstanceCustomData.Num()) and also seeing incorrect isntance order after removing instances from HISMs. Additionally ...
UDN: [Link Removed] Slack: [Link Removed] Then, the return value of TryAddMeshBatch is determined by FBasePassMeshProcessor::Process. When the crash occurs, GetBasePassShaders fails to get the shad ...
From the UDN ticket here: [Link Removed] We are developing a plug in which contains classes built from UInstancedStaticMeshComponent, overriding its virtual functions to update our mesh instances o ...
Static meshes that use Nanite never write to RVT. We've been recommending a workaround to create a secondary non-nanite mesh component that only writes to RVT, but that is a big overhead for product ...
When using a virtual texture sampler for a thin translucent material, and that material occludes other objects that sample virtual textures, the occluded objects don't stream their VT. ...
If we connect a virtual texture to the opacity mask output of a material the material will fail to compile. This is expected. However if the opacity mask uses a regular texture connected via SetMat ...
The HISM on the right has 4 instances light the ISM on the left, but only one instance works with the mesh decal material. [Image Removed] ...