In the Viewport, enabling Wireframe Mode (ALT+2) along with HDR (EyeAdaptation) Visualization crashes the Editor. I've tested different versions and this issue is not present on 5.0, but it reproduc ...
Since Unreal Engine 5.5 stationary lights have stopped working with GPU Lightmass when using Cascaded Shadow Maps. With Virtual Shadow Maps enabled on the project, GPU Lightmass works. This issue d ...
When a groom is present, setting any SamplesPerRay SMRT CVar to zero results in an unexpected complete shadow projected from the light. ProjectLight() in VirtualShadowMapProjection.usf has addition ...
A groom cache will not cast a raytraced shadow with only 1 spatial sample. It does not matter how many temporal samples you have. ...
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 ...
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 ...