Masked materials that sample virtual texture don't function correctly. They render black instead of masked. This happens when there is no depth pre pass enabled. Automatically enabling depth pre p ...
UPD: affected version 4.26 so regression for 4.27 is no ...
A crash can occur in FStructurePropertyNode::GetValuePtrOfInstance when using EditConditionHides with arrays of structs. When deleting an element from the array, ParentBaseAddress will be null. ...
When you package a project via the editor, it updates the ProjectPackagingSettings to set the StagingDirectory to the specific one chosen by the user. However, it saves this path as an absolute path ...
When creating a blueprint component based off of a custom native class that utilizes the ClassGroup metadata ...
Default HDR images look incorrect for different reasons on each platform: PC SDR:[Image Removed] PC HDR:[Image Removed] ...
See licensee description of the issue: The problem appears when I have two instanced materials with the same number of parameters. I've noticed that ShaderMapId has MaterialLayersParameterIDs where ...
Looks like the issue stems from the DistanceFieldBentNormalAO pass ...
Likely we just need to create a new macro to enable TransformLocalPositionToWorld and TransformLocalPositionToPrevWorld in alternative use cases such as this. ...