Regardless Niagara or Cascade, dynamic parameters for particles are passed to pixel shaders from vertex shaders via InterpolantsVSToPS. It can cause a precision error on some materials, for example ...
When a strong pointer is set to null the packaged build of the game will immediately close. No crash logs were were made and no Saved folder was made (<Project Name>/Saved/Logs). An example project ...
Decals fading in with Fade Duration set to zero. Found in 4.21 CL# 4753647, 4.22 CL# 7053642, 4.23 Preview 5 CL# 7838574 ...
OccluderVertices didn't consider the subsection's transition, so the position of the OcclusderVertices are not correct. I made a fix as follows: [Image Removed] [Image Removed] ...
Comment from user in crash groupTried to delete frames in an animation ...
The rotate around point module no longer adds in particle position, so it does not account for other forces and modules effecting the particles, and will only spin in a circle by default. The user c ...
In packaged projects will crash when an animation blueprint that is nativized loads into a new level. The anim blueprint needs to use the PoseSnapshot node with a FName variable passed before loadin ...
If any skeletal meshes are not displayed, it stops increasing. Allocation count of uniform buffer is stable. added on February 26 Followings are an additional information from licensee. FD3D12 ...
Editor shortcuts will not work if you launch the editor with a non-Latin-based language (ex. Russian, Chinese). The editor must be closed and restarted with English (or possibly any Latin alphabet- ...
When running in windowed fullscreen mode in a standalone build r.vsync 0 is not respected and the game always runs at a locked 60fps. When the game doesn't have focus, for instance when you press Wi ...