Translucency Volume are not correctly shadowed in 5.5 without Virtual Shadow Maps and are not light correctly by some lights

UE - Graphics Features - Dec 20, 2024

TranslucencyVolume spheres are not correctly shadowed nor lit in Unreal 5.5 with VSMs disabled. Unreal 5.4 does correctly shade the sphere without VSMs. There appears to be differences in the outpu ...

World position offset (WPO) and nanite enabled causes shadow of complex static mesh actor to be deformed at a specific distance

UE - Graphics Features - Nanite - Dec 19, 2024

Context / Problem: Complex static mesh actors with nanite enabled and Evaluate World Position Offset (WPO) enabled works together except for a specific distance where the shadow is deformed and sort ...

Broken hair material with light function

UE - Graphics Features - Dec 19, 2024

Hair Materials do not react to Light Functions in the same way as other Materials. There is a visual difference between a Directional Light at 1 lux with no Light Function and a Directional Light at ...

MakeArray wildcard node gives a compilation error when being used in a Blueprint Macro.

UE - Gameplay - Blueprint - Dec 19, 2024

There is an error with the SmartMacroInterface, where you can't use an empty wildcard "Make Array" node. This error makes the blueprint not compile and the macro unusable. Disabling the bUseSimpleWi ...

Regression - Nav mesh is not generated on BSP brushes after loading a map

UE - AI - Navigation - Dec 18, 2024

In UE 5.5, when loading a map and selecting "Build – Build Paths", the nav mesh is not generated on any BSP brushes (although it is correctly generated in static meshes). This did not happen in earl ...

VisualizeTexture with the BMP flag causes a crash when any mip over mip0 is requested

UE - Rendering Architecture - RHI - Dec 18, 2024

When a mip level higher than 0 is requested in VisualizeTexture, the engine will crash. The root cause appears to be VisualizeTexture.cpp:924, on which an incorrect mip level is used to read a non-m ...

Draw debug will crash visionOS

UE - Platform - XR - Dec 17, 2024

Substrate SSR reflections are black

UE - Graphics Features - Substrate - Dec 17, 2024

Substrate Materials do not use Screen-Space reflections. Instead, they do not have any reflections (indirect specular) on the surface. ...

Misalignment between meshes used in landscape spline segments

UE - Content Tools - Terrain - Dec 17, 2024

When using a landscape spline with multiple segments, there can be misalignment between spline segments when the tangent length of segments are too short, causing visual seams between meshes that sh ...

UserSceneTexture Post Process Material Renders Incorrectly When ScreenPercentage is Below 100

UE - Graphics Features - Dec 17, 2024

When using a UserSceneTexture in a post-process material, a visible rendering issue occurs if the viewport's ScreenPercentage is set to below 100. This issue looks like it might stem from an incorre ...