When r.SSR.Stencil is enabled, the areas with high roughnesss are not discarded and Unlit materials are incorrectly handled. See the linked EPS case (Additional Info URL) for a full explanation of ...
In 5.3, the specified code will return all 0 or very small as expected. However in 5.4.4 and onwards (also checked in 5.6.1 & 5.7.1), it returns very large numbers. ...
Received a report of persistent stutters in the editor when trying to navigate in the viewport, including asset editor viewports like the Skeletal mesh editor and control rig editor. Hardware used ...
Instanced static mesh component does not add instances transforms to PerInstancePrevTransform array when using UInstancedStaticMeshComponent::AddInstances. Additionally Updating the transforms of th ...
The coloration mode should just work. You may be able to temporarily workaround the issue by disabling PostProcess. ...
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 ...