Property Coloration View Mode is not supported by Nanite. (Left cube is Nanite and isn't affected by the Property Coloration view mode) [Image Removed] ...
It appears as though when adding material layers to a material instance that uses the FromExpression shading model, the subsurface color ends up white. If you add a DebugFloat3Values and output it t ...
Sub surface shading model has strange blotch color artifacts when used with ambient cubemap. Since the subsurface profile shading model can't be used with ambient cubemap I wanted to use the regular ...
From Licensee: When we have Instanced Stereo enabled, all our materials that use Scene expression nodes (SceneDepth, SceneColor, etc...), render incorrectly in the right eye. It only happens to the ...
GPU Particles will only use the first point of an Initial color module with Distribution set to Constant Curve. Found in 4.20 CL# 4369336, 4.21 CL# 4753647, 4.222 CL# 4768593 ...
Widgets set to the color FF00FFFF will become gray after compile ...
In the editor, vertex information can be painted on static meshes that are part of a blueprint. When testing by playing in “Selected Viewport” the painted vertex information is correctly saved and d ...
Currently, "Clear Color" of TextureRenderTarget2D has not been published to the editor. However, there is a request to control ClearColor to use RT as mask in UMG. So, I suggested that it should be ...
It does not appear to matter to the repro steps what is input to the VertexInterpolator, it matters more that there is a Normalize between the VertexInterpolator and the base color input of the mate ...
Color space conversion in the UI composition is incorrect on DX12 HDR. In the main() function In CompositeUIPixelShader.usf, you can see the following color space transform.// sRGB -> RRT -> ODT ...