Meshes set to not render in the Main Pass still does if both "Render CustomDepth Pass" & "Render in Depth Pass" are enabled, while "Render in Main Pass" is disabled. Attached is an example project. ...
When creating a Material Function for the use in a Layered material setup using the Make Material Attributes Node, you cannot use a Texture Sampler Parameter. Also Reproduced in Main Promotable-CL- ...
In forward shading specular highlights appear to be much larger for very smooth materials in contrast to the deferred shader. In 4.14.3 the specular highlights were displaying correctly in forward s ...
A crash is occurring when adding an empty shader directory when using the custom node within the material editor. This crash is preventing some users from opening their projects that use this workfl ...
Decals are not being captured by environment reflections. Last working in 4.20.3 ...
This is a regression from 4.23.1 (CL-9631420) where Sequencer just displayed the re-attached binding in yellow text instead of crashing. The user suggests that the deleted actor should be removed fr ...
Set Vector Parameter Value on Materials doesn't seem to have an effect in packaged games if used in the construction script. Using it on Begin Play works as expected. This did not occur in 4.14.3. ...
Per Licensee: We would like to change some of their parameter names, however when renaming a parameter, its value in all of the corresponding material instances resets to the base material default ...
UDN case link with this ticket [Link Removed] ...