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 ...
Shaders that compare custom depth and pixel depth get wrong output values because the ranges are different. This error is most noticeable over large distances. The difference in ranges is due to t ...
PreExposure is influenced by LocalExposure in PostProcessEyeAdaptation.cpp:1265. It appears when the scene is particularly dark and using manual exposure, the LastAverageLocalExposure can read a lar ...