The texture parameters on material instances applied to post process volumes do not respect the priority order of the post process volume, and are in fact inverted relative to the priority of other ...
When launching a packaged game from the nDisplay Switchboard, the nDisplayConfig file fails to link the cameras to the viewports. Inside the log generated by the Switchboard an error is displayed th ...
I am doing some runtime manipulation of data layers and I am running into a check failure due to a zero guid in FLevelInstanceActorGuid::GetGuid during multiplayer testing. When I debug FLevelInsta ...
When Vertex Animated Texture is used to animate a mesh with World Position Offset, often the Max World Position Offset Displacement Material setting must be increased or the Bounds Scale increased, ...
Additive animations that use a frame from their own sequence as a base pose are initially broken when retargeted. Users have to refresh the properties that select the base pose in order to fix the ...
See additional info URL: Decals have oddities in how depth is perceived. It seems we're sampling the left eye depth for the right eye. Decals in ISR are drawn view-by-view rather than being instance ...
When adding an Animation Track to a Level Sequence and placing Animation Sequences back-to-back without gaps, the velocity can be miscalculated at the transition between sequences. This issue occur ...
Importing a Static Mesh during PIE can cause it to never enable Nanite, even if it reports that Nanite is enabled. To re-enable Nanite on the mesh, the asset needs to be deleted and imported again ...
Materials containing a cube array texture sampling node will not compile when hardware ray tracing is enabled. The shader compilation error indicates that an invalid op code was used: "Opcode Sample ...
A Sequence with Override Instance Data enabled and a SubShot will accumulate the TransformOrigin Location wrongly and overshoot the expected end position. The licensee has encountered a particular s ...