The incorrect resolution is used on computers with 4k monitors that use DPI scaling (default 150%) because the default for UE projects is bAllowHighDPIInGameMode=False which results in SetProcessDp ...
When the r.Lumen.ScreenProbeGather.TracingOctahedronResolution is not a power of 2 or LumenFinalGatherQuality in a Post Processing Volume is set to a value such that the TracingOctahedronResolution ...
Consider a sequence hierarchy with more than two layers. If the top-level sequence uses a negative timescale on a sub-sequence, the contents inside it animate as expected, but any nested sub-sequenc ...
Hi Epic, In MaterialExpressions.cpp UMaterialExpressionSphereMask::Compile(), hardness is not calculated the same way in both <if> conditions. One is missing a multiplication by 0.01f. Specificall ...
When an Instanced Static Mesh Component (ISMC) uses a material with a non-zero Max World Position Offset Displacement, the bounds are correctly expanded at initialization. However, after calling Upd ...
FGeometryCacheStreamingManager::RemoveGeometryCache calls FlushRenderingCommands which shows up as a hitch when profiling. [Link Removed] Ideally the flush added in CL#23782411 to fix a rare deadl ...
This is a speculative bug report from the user. The fix for this is to re-do the work of 31224705 but in a better way. The "bShouldBeIgnored" flag is being overriden by the previous mapping's va ...
The runtime import process works fine in editor, but fatal error when trying to do so with packaged build of project. My function that calls ImportAsset():bool UMeshLoader::RequestMeshLoad(FString ...
In Unreal Engine, materials can expose parameters that can then be modified via instances (MaterialInstanceConstant). The UMaterialEditingLibrary provides several functions to modify these parameter ...