In a scene without a sky sphere, increasing the skylight intensity will cause the sky to brighten in the pathtracer. Other renderers do not brighten the sky, and the intensity increase is applied on ...
When a LocalFogVolume is used with ExponentialHeightFog, it does not correctly fog translucent objects. ExponentialHeightFog and Volumetric Fog from a LocalFogVolume both correctly occlude transluc ...
DistanceFieldAOHistory introduces ghosting at low scalability and low screen percentages. This can lead to AO artifacts and a ghosting effect from the character. This issue was also observed on //U ...
When the viewport is in Top (ortho) Lit mode the near plane clips through geometry as you zoom the view in and out. ...
When the cvar "r.VolumetricRenderTarget.PreferAsyncCompute" is enabled, it will cause Volumetric Clouds to ignore the influence of Volumetric Fog. In high-fog environments, this can cause the clouds ...
There currently is a mismatch occurring when light function atlases are used in conjunction with exponential height fog. When the flag r.VolumetricFog.UsesLightFunctionAtlas is enabled, light shafts ...
The Editor will crash if Groom Hair Cards are viewed with the Light Complexity View Mode. ...
Per-Object shadows cast by a stationary point light do not appear in the correct place on movable geometry. ...
Starting with Unreal Engine 5.4, the logic for adding ISM instances by adding ISM components in the Construction Script (like below) has failed. [Image Removed] This issue accidentally was introd ...