Specular highlights on non-Nanite meshes with a clearcoat material that has the second normal enabled will disappear at certain view angles. This can be worked around by adding a constant node to th ...
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 ...
Building the level or lightmaps can clear the volumetric lightmap. In 5.5, this requires you to perform a full build, or a lighting only build with a BSP brush in the scene. In 5.6, all level build ...
When building reflection captures through the ResavePackages commandlet, it frequently triggers an ensure inside of ReflectionEnvironmentCapture.cpp. If distributed shader builds start causing prob ...
Some breadcrumbs and D3D12 logs are missing data which should normally be filled in e.g. Breadcrumbs: > PostProcessMaterial %dx%d Material=%s [Active]. After investigating this, there seems to be a ...
There is a memory leak in the Distance Fields category when a mesh continuously moves through the world and the scene is being captured with bDisableWorldRendering set to true. This issue occurs on ...
When the user changes the Volumetric Render Target Mode, the Volumetric clouds in a scene will render in front of Static Meshes in the Right-Eye. ...
The 'VolumeBounds' array in FTranslucentLightInjectionCollector::AddLightForInjection is accessed as a pointer instead of with 'VolumeCascadeIndex' and thus fails bounds checks for the outer volume. ...
When nanite is enabled on a static mesh, lighting contributions from Sky Atmosphere material nodes are not incident on the static mesh and no longer present in the overall lighting of the scene. Th ...