Masked areas render as black if material uses any virtual texture

UE - Rendering - Jun 9, 2021

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 ...

Hair sampling/aliasing in editor with sequencer

UE - Rendering - Jun 9, 2021

UPD: affected version 4.26 so regression for 4.27 is no ...

Crash when using EditConditionHides with a struct in an array

UE - Editor - UX - Jun 8, 2021

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. ...

Staging Directory in Project Packaging Settings should not be saved as absolute path

UE - Foundation - Core - Cooker - Jun 8, 2021

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 ...

Child blueprint classes do not inherit "ClassGroup" from their native parents

UE - Gameplay - Blueprint Editor - Jun 7, 2021

When creating a blueprint component based off of a custom native class that utilizes the ClassGroup metadata  ...

HDR is washed out or broken across multiple platforms

UE - Rendering - Jun 4, 2021

Default HDR images look incorrect for different reasons on each platform: PC SDR:[Image Removed] PC HDR:[Image Removed] ...

Different instanced materials are seen as the same material due to GUID

UE - Rendering - Jun 3, 2021

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 ...

DFAO artefacts created by landscape painted invisible in cooked builds

UE - Rendering - Jun 3, 2021

Looks like the issue stems from the DistanceFieldBentNormalAO pass ...

Decals can't use TransformLocalPositionToWorld material node

UE - Rendering - Jun 1, 2021

Likely we just need to create a new macro to enable TransformLocalPositionToWorld and TransformLocalPositionToPrevWorld in alternative use cases such as this. ...