PDO black pixel artefacts while moving

UE - Graphics Features - Jun 14, 2021

Worth noting on PC this is visible but doesn't always occur.  [Image Removed] ...

Color space transform in the UI composition is incorrect on DX12 HDR (r.HDR.UI.CompositeMode=1)

UE - Graphics Features - Jun 11, 2021

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 ...

Masked areas render as black if material uses any virtual texture

UE - Graphics Features - Jun 9, 2021

Masked materials that sample virtual texture don't function correctly. They render black instead of masked. This happens when there is no depth pre pass enabled. Automatically enabling depth pre p ...

DFAO artefacts created by landscape painted invisible in cooked builds

UE - Graphics Features - Jun 3, 2021

Looks like the issue stems from the DistanceFieldBentNormalAO pass ...

Decals can't use TransformLocalPositionToWorld material node

UE - Graphics Features - Jun 1, 2021

Likely we just need to create a new macro to enable TransformLocalPositionToWorld and TransformLocalPositionToPrevWorld in alternative use cases such as this. ...

MergeActors Proxy Tool Outputs Incorrect Result with HISMC

UE - World Creation - Worldbuilding Tools - Merge Actor - Jun 1, 2021

Running the MergeActors proxy tool on an actor that has an HISMC and both its scale and rotation changed will output a proxy incorrectly. ...

[Feature Request] Allow custom node to access the functions in MaterialTemplate.ush

UE - Graphics Features - May 31, 2021

For example, If you try to call GetMaterialOpacityMaskClipValue() from a custom node, the editor will report a compilation error, as shown in the attached image.[Link Removed] [SM5] /Engine/Generat ...

Deprecated Event Dispatchers on components do not warn on their attached actors

UE - Gameplay - Blueprint Editor - Apr 5, 2021

[Link Removed] ...

Ensure condition failed : loading sublevels containing reflection captures, UpdateAllReflectionCaptures may be called twice

UE - Graphics Features - Apr 1, 2021

If sublevels containing multiple reflection captures are loaded in consecutive ticks and the execution timing of UpdateMaxCubemaps on rendering thread is delayed, UpdateAllReflectionCaptures will be ...

The ConvertToDeviceZ in common.usf seems wrong

UE - Graphics Features - Mar 26, 2021