Sharing Material shaders wastes memory and disappears from the memreport

Rendering - Jul 18, 2019

Enabling bShareMaterialShaderCode breaks memory tracking and wastes memory due to issues in ShaderCodeLibrary. It is also worth noting that after cooking with bShareMaterialShaderCode enabled causes ...

When welding a procedural mesh component to a non-physics simulated static mesh that overlap they collide continuously

Physics - Jul 18, 2019

When attaching a Procedural Mesh Component with a copied static mesh to a static mesh component the two meshes collide and "push" each other (go flying on play). Weld is to be used for simulated ph ...

Translucent objects blink when using Vulkan with Kirin 970 device

Platform - Mobile - Jul 18, 2019

Translucent objects ( e,g, effect, fog sheet ) blink when using Vulkan with Kirin 970 device. This issue doesn't occur on Vulan mobile preview, Snapdragon device, and Huawei honor 9(Kirin 960). ...

Texture Object Parameter Being Read Even If It Is Not Used In a Material

Rendering - Jul 17, 2019

Texture Object Parameter Being Read Even If It Is Not Used In a Material.  Working as expected in 4.21 CL# 4753647 Found in 4.22 CL# 7053642, 4.23 Preview 2 CL# 7321677, 4.24 CL# 7329126 This is ...

Textures are Blurry when Scaling an Actor While r.Streaming.DropMips is Set to 2

Rendering - Jul 17, 2019

If a BP actor containing textured static meshes starts with a small transform scale, when scaled up, the texture streamer fails to load in the higher mips and the texture looks blurry. Working as e ...

Niagara Memory Leak in vertex buffer when increasing particle spawn rate on CPU sims

Rendering - Niagara - Jul 16, 2019

Increasing the spawn rate of a CPU particle sim will cause a memory leak in the vertex buffer.  ...

Custom Render Passes in Sequencer and High Res Screenshots are rendered incorrectly in HDR with DX12 and r.PostProcessingColorFormat=1

Rendering - Jul 16, 2019

Buffer visualizations rendered in HDR through the high res screenshot tool or sequencer using DX12 and r.postprocessingcolorformat 1 will result in renders that only capture the first row of pixels. ...

Material Parameter Collection Values not Updating in Simulate if "Run Dedicated Server" is Checked

Rendering - Jul 15, 2019

Material Parameter Collection Values not Updating if "Run Deadicated Server" is Checked Working as expected in 4.21 CL# 4753647 Found in 4.22 CL# 7053642, 4.23 Preview 1 CL# 7236301, and 4.24 CL# ...

UV merging issue when merging meshes with multiple materials

Tools - MeshEditing - Jul 15, 2019

See https://udn.unrealengine.com/questions/505632/view.html for more details ...

Width of the text for the input drop downs in action/axis mappings is not wide enough

text bleeding out when designating certain Motion Controller & Oculus Touch specific keys in the Project Settings. *Some samples of this text bleed/overflow are:*MotionController (L) Thumbstick Dow ...