Nanite Skinned Meshes don't receive the correct Local Position in some shadow passes. This depends on the clipmap level, and is not related to VSM caching. Unreal Engine 5.6 shows the same issue, b ...
In 5.8, after entering PIE, the editor will start doing two SceneRenders per frame. This dramatically drops performance. Presumably this second render is for the inactive / unfocused editor viewport ...
Note that this bug potentially also affects a wide variety of material / geometry setups; however, a translucent wireframe setup is currently the main reproduction case. The issue may also be notice ...
It used to be possible to create an empty Groom assets without an Alembic file. However, this is no longer possible because curve data is required This workflow is useful to create grooms that onl ...
Large World Coordinates tile-offset position data can result in artifacts far from the world origin, when using it as input for mathematical distance field generation. This can be mitigated by demot ...
When the cast shadow checkbox is disabled for all sections that make up a static mesh the main shadow is no longer rendered but the contact shadow does not respect the instruction to disable shadows ...
When the camera is outside of a certain distance from a point lights attenuation radius the VSM of that point light stops caching shadow maps. This can also be reflected in the output from the 'r.S ...
When adding a spotlight to the scene it does not correctly use cached virtual shadow map pages when the spotlight overlaps a mesh using WPO. This can be most easily observed by entering 'Cached Pag ...
There is a regression or change in the Build Lighting process when using Lightmass in Unreal Engine 5.6:When building lighting with Lightmass calling the CalculatePointShadowing function, the result ...
From 5.6 onwards, Skylight Leaking is much stronger in reflections than in the world. Also tested on //UE5/Release-5.6, CL 45232827 ...