Exposure compensation curves do not blend

UE - Graphics Features - Jun 26, 2024

Requested in https://udn.unrealengine.com/s/question/0D5QP000006g7Px0AI/auto-exposure-various Previously discussed in https://udn.unrealengine.com/s/question/0D52L00004vKeNJSA0/blending-postproce ...

Allowed ranges for the different Exposure Settings in PPV are not consistent

UE - Graphics Features - Jun 26, 2024

https://udn.unrealengine.com/s/question/0D5QP000006g7Px0AI/auto-exposure-various Caused by inconsistent usage of ClampMin/ClampMax/UIMin/UIMax in Scene.h Ranges should also be modified based on ...

Dynamic (transient) material instance assignment lost if object spawnable

UE - Anim - Sequencer - Jun 21, 2024

Material Instance Dynamic assigned to Spawnable objects with Editor Utility Widget get reverted when hit the Save button in Sequencer. This appears to come from the Material Instance Dynamic not be ...

Using Clip() in a material may cause the outline to be displayed incorrectly on the Editor.

UE - Graphics Features - May 3, 2024

This appears to be from an interaction between the Depth Fade Expression, clip() in a Custom Expression, WPO being enabled, and the fact that the pass that draws objects for the editor outline runs ...

DumpShaderStats doesn't output any shader data

UE - Rendering Architecture - Shaders - May 1, 2024

The DumpShaderStats console command doesn't output any shader stats because the code to calculate that information in DumpShaderStats (Shader.cpp) is commented out https://github.com/EpicGames/Unrea ...

"Used with Particle Sprites" prevents material instances thumbnails from being editable

UE - Rendering Architecture - Materials - Aug 4, 2023

The thumbnails helpers will force material instances to be a plane, if their parent material is unedited. This can be worked around by editing the parent material, but editing the material instance ...

HighResScreenshot crashes in windows packaged exe

UE - Rendering Architecture - Mar 22, 2023

FHighResScreenShotConfig::Init() sets the materials only in the Editor, due to a #if WITH_EDITOR block. However, the FViewport class exposes the TakeHighResScreenShot to non-editor builds as well, l ...

FBasePassMeshProcessor crashes in ODSC code because the WorldGridMaterial doesn't support translucency

UE - Rendering Architecture - Jan 30, 2023

UDN: [Link Removed] Slack: [Link Removed] Then, the return value of TryAddMeshBatch is determined by FBasePassMeshProcessor::Process. When the crash occurs, GetBasePassShaders fails to get the shad ...

Previewing a node overrides the output of PostProceessInput0 in a Post Process Domain Material after previewing has stopped

UE - Rendering Architecture - Materials - Jan 26, 2023

This is not a regression. Tested in //UE5/Release-5.1 CL20979098 Previewing a node overrides the output of PostProceessInput0 in a Post Process Domain Material after previewing stops. ...

console command "viewmode lodcoloration" doesn't work in standalone game

UE - Graphics Features - Jan 4, 2023

refer to attached video ...