The output of the CustomStencil node in a User Interface material does not align with the viewport dimensions. Toggling fullscreen/windowed mode (F11) causes the offset to reappear, so scaling the n ...
The order of passes related to Decal rendering (without the DBuffer) and CustomDepth is changed by the CVar "r.Lumen.AsyncCompute", even when Lumen is not enabled. This causes Decal Materials that ...
iOS package with Metal Desktop Renderer enabled crashes on iPhoneThis issue does not occur if Metal Desktop Renderer is disabled ...
[Link Removed] post process material is blacking out our left eye A test project is provided. ...
No matter how many passes there are translucent objects will appear in all of them. A notable case is particles, as their materials are often translucent. Using masked materials is a possible workar ...
There is a problem with rendering Grooms bound and attached to animated skeletal meshes when the mesh belongs to a stencil layer in both the Deferred Renderer or the Path Tracer. The groom does not ...
The attached project was created in 4.27 and is rendered on render target when checked in 4.27. However, this does not reproduce in 5.0 or later. ...
This is a crash related to copying depth-stencil render targets to the CPU. See linked UDN for more info. ...
This is a regression tested in //UE4/Release-4.27 CL 18319896 Visualizing Custom Stencil Buffer returns incorrect results when an Actor with Render CustomDepth Pass enabled is visible. ...