Light Functions are stretching and flickering on large translucent surfaces. Translucents Surface:[Image Removed] Opaque Surface:[Image Removed] ...
Physical materials placed on starter content shapes always return as invalid for any trace or collision query. ...
A check() is being hit intermittently when using adaptive virtual texture. check(Entry.Magic == Handle.Magic) inside FVirtualTextureProducerCollection::GetProducer ...
Set Niagara Variable (Object) does not work for texture objects. ...
This issue is similar to [Link Removed]. But I tested the shelve 10164190 mentioned in the comments. It didn't work. ...
The crash occurs from "check(BoneBlendWeights.Num() == NumBones);" This crash occurs when the following conditions are met;The skeletal mesh LOD is changed.The number of bones is difference between ...
Planar Reflection actor does not reflect the intensity change of the SkyLight. In attached images, the Intensity of the SkyLight is set to 2. The darker area on the right is affected by the Plana ...
Sampling a Cascade Mesh Particle's scale always returns XYZ as 1.0 This is a regression from UE4/Release-4.24. This does NOT affect Niagara Mesh particles. I've attached a Cascade (left example ...
(Enduring Games) I investigated it and found that the following primitive data flag test in BasePassPixelShader.usf fails: (GetPrimitiveData(MaterialParameters).Flags & PRIMITIVE_SCENE_DATA_FLAG_DE ...
paint layers do not take effect on all tiled layers that have a material incorporated if a user attempts to paint on them from the persistent level. ...