In Unreal 5.6, there's a new CVar: r.DOF.TAA.CoCBilateralFilterStrength, which should help with ghosting artifacts introduced by TAA in DOF passes. However, it doesn't work as expected since many gh ...
When using Runtime Virtual Textures (RVT) on landscape in UE 5.5+, nearby tiles may remain blurry (low-resolution mips) after launching PIE or making large camera jumps (e.g. via bookmarks or viewpo ...
If in use, DPI Awareness is set after the initial window size is set. For a Windowed window, the settings are unable to restore the prior resolution settings on an application restart due to the pr ...
When using the Anamorphic Squeeze Factor on a camera on AMD RDNA3 and RDNA4 hardware, blocking artefacts may be seen depending on the extent of the blur. The peripheries of the viewport appear to be ...
Volumetric Light Maps are not generated correctly when baked with GPU Lightmass on AMD GPUs. The issue has been reproduced on RX 9070, RX 9070 XT, and RX 7900 XT. ...
Also verified on Release-5.5.4 CL 40574608 ...
Shadows in the Lumen Scene from Lumen's Direct Lighting do not match the world when in the Lumen Far Field. This leads to shadows where there should not be any, and missing shadows where there shou ...
Cascaded Shadow Maps do not use the proper world size for octree culling. At far distances, the shadows are always culled. ...
Licensee noticed a regression in 5.6 where the non-masked recompute tangents option doesn't work anymore. The option is called "Enabled with no mask" in 5.6 but "All" in 5.5. Under the hood, this se ...
Building lighting via commandlet and via editor are giving different results. To prevent one method from polluting the other via Swarm cache, the cache needs to be cleared in between tests. ...