VertexInterpolators allocate unused params which generate extra shader ops

UE - Rendering - Materials - Feb 17, 2022

As a follow up on this: https://udn.unrealengine.com/s/question/0D54z00006yxUdXCAU/vertexinterpolators-problem VertexInterpolators are added to the HLSL code even if unused and you demand the HLSL ...

Broken dither opacity on skeletal mesh

UE - Rendering - Materials - Feb 16, 2022

"PivotPainter_PerObjectData" node's "Random Value Per Element" output crashes with an assertion when used with a "Cross" node

UE - Rendering - Materials - Jan 31, 2022

This is a regression. Tested in: //UE4/Release-4.27 CL18319896 Binary //UE5/Release-5.0 CL18747223 GitHub When using the Random Value Per Element from a PivotPainter_PerObjectData with a Cross nod ...

Cannot change blend mode from material instance

UE - Rendering - Materials - Jan 25, 2022

When change the shading model, can also change the blend mode. ...

Updating a material layer may not update materials that are using that material layer instance

UE - Rendering - Materials - Jan 7, 2022

Material layer instances do not generate a valid UMaterialFunctionInterface::StateId. For this reason, materials and material instances that use material layer instances will not recompile their sh ...

Duplicating skeletal mesh assets with groom in world outliner changes Hair UV layout

UE - Rendering - Materials - Dec 10, 2021

Having duplicate characters with groom, hair UV layout changes which results in visible shift in character look and also changes color based on camera distance and lights in the scene (hair would fl ...

Reflection result of clear coat bottom normal is not correct.

UE - Rendering - Materials - Dec 9, 2021

This problem tends to appear in the southern hemisphere of spherical objects. It is not reproduced in 4.19. ...

The VertexInterpolator connected to a Normalize node, input into BaseColor results in black Mesh LOD Coloration

UE - Rendering - Materials - Nov 16, 2021

It does not appear to matter to the repro steps what is input to the VertexInterpolator, it matters more that there is a Normalize between the VertexInterpolator and the base color input of the mate ...

Thin Translucent materials opaque with FS lighting mode and Output velocities active

UE - Rendering - Materials - Nov 15, 2021

Im not 100% sure this is a combination of settings that "should" work anyway, but need someone to have a look.Thin TranslucencyOutput velocities during base passForward Shading lighting modeProject ...

"Base Pass Shader" stat results are missing or display incorrect information while using Vulkan

UE - Rendering - Materials - Nov 15, 2021

Base Pass Shader results are not showing, or showing up incorrectly when looking at the Stats results within the material editor of an Unreal Editor using Vulkan. Regression Tested: //UE4/Release-4 ...