SphereCast_GlobalDistanceField does not compile

Rendering - Niagara - Mar 3, 2021

The sphere cast module has some custom HLSL that calls QueryMeshDistanceFieldGPU, the signature for the function changed, but the HLSL wasn't updated to match so it fails to compile.  ...

Loading instanced static mesh causes memory leak in packaged game

Tools - Foliage - Mar 3, 2021

The leaking variable is UInstancedStaticMeshComponent::InstanceDataBuffers. The memory block is passed to InitPerInstanceRenderData() via InstanceDataBuffers.Release(). But the function doesn't mana ...

RVT that is set up following the Quick Start Guide shows a flat black texture

Rendering - Mar 2, 2021

A user has reported on salesforce that their RVT material is returning black. After following the publicly available Epic Quick Start guide online I encountered the same issue. The ticket was repor ...

Max Depenetration Velocity cannot be set to zero after setting it to a non-zero value

Simulation - Physics - Mar 1, 2021

It seems that when setting the Max Depenetration Velocity to a non-zero value, you are then unable to set it back to 0. Tested in //UE4/Release-4.25 @ CL 14469661 and this did not occur so marking ...

[CrashReporter] UE4Editor-Renderer!static void RenderViewFamily_RenderThread(class FRHICommandListImmediate & const, class FSceneRenderer *) [SceneRendering.cpp:3619]

Rendering - Mar 1, 2021

User comment: "...can't launch anything as standalone, only simulate..." Generated from CrashReporter ...

Crash when spawning multiple HISM at runtime in a packaged shipping build

Tools - HLOD - Feb 25, 2021

When adding multiple Hierarchical Instanced Static Meshes on a loop and packaging the project in Shipping configuration the application crashes due to LowLevelFatalError [Link Removed] [Line: 1431] ...

Dynamic Spatial Frequency not working with dependent actors

Networking - Feb 25, 2021

In UReplicationGraphNode_DynamicSpatialFrequency::CalcFrequencyForActor, the ActorChannelCloseFrameNum is updated for the actor but not its dependents when calculating FramesTillReplicate. As a resu ...

Ambient Occlusion does not function with Forward Rendering enabled

Rendering - Features Teams - Feb 24, 2021

Ambient Occlusion does not seem to function when enabling Forward Rendering. I tested the level without Forward Shading and could notice a visible difference in the shadows when Ambient Occlusion wa ...

Auto virtual texture import can be confusing for some users

Rendering - Features Teams - Feb 24, 2021

There have been a few times internally and with licensees where people have enabled virtual texturing on a project to access RVT and then have been surprised when textures start to be imported as st ...