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 ...
Hit this when I made a blueprint and Subscribed to ALL quantization events instead of the one I was interested it and tried to use all of them as my Quantization Boundary. The alt title of this bug ...
Likely we just need to create a new macro to enable TransformLocalPositionToWorld and TransformLocalPositionToPrevWorld in alternative use cases such as this. ...
Generated from CrashReporter ...
The game crashed when the USB Dongle is connected or disconnected. Games that made by other engines are work fine. Refer to the attached video for the reproduce. ...
This one may not necessarily be a bug, as this is related to the nature of culling. If it is not, please let me know if there is an alternative method the licensee could use here in order to track a ...
The 4kVT is applied correctly, and you can switch the master material sampler to use the 2048x1024 texture, but if you switch it via the material instance param instead, the crash occurs. ...