Lighting behavior is unreliable for translucent lit materials, results are inconsistent depending on the editor camera's FOV and the editor viewport's width/height/aspect

UE - Rendering - Architecture - Oct 27, 2024

When working on the level editor viewport or testing on PIE, the visual appearance of additive/translucent lit materials changes significantly (and abruptly) when varying the camera FOV or the viewp ...

Crash in FPipelineFileCacheManager::RegisterPSOStats

UE - Rendering - Architecture - Oct 25, 2024

The game can crash when one thread clears RunTimeToPSOUsage while another thread is expecting it to contain a PSO it is registering stats for. Thread A:  calls CacheGraphicsPSO() Thread B:  calls C ...

Mesh Paint mode's Texture Paint has obvious artifact with UV seams

UE - Rendering - Architecture - Oct 8, 2024

Mesh Painting Texture Paint tool can miss some pixels along UV seams, even with "Enable Seam Painting" set to True. This appears to be because of the difference between rasterization and sampling. ...

Problems with shadows on transluscent materials

UE - Rendering - Architecture - Sep 24, 2024

Shadows on the surface of SingleLayerWater are heavily pixelated, and don't appear to use bilinear filtering at all. Also tested on //UE5/Release-5.5, CL: 36481335 ...

PrimitiveSceneProxy CreateSceneProxy override not working in 5.4

UE - Rendering - Architecture - Aug 30, 2024

Overriding CreateSceneProxy function from PrimitiveSceneProxy for a custom class no longer renders in 5.4 even though the same code is working in 5.3. ...

Foliage rendering issues when using both Density Scaling and MaxWorldPositionOffsetDisplacement

UE - Rendering - Architecture - Aug 29, 2024

When a material with WPO effects and MaxWorldPositionOffsetDisplacement is applied to a foliage mesh, foliage applied to a map will no longer work as expected with density scaling, especially after ...

Volumetric cloud shadow bug with two directional lights

UE - Rendering - Architecture - Aug 9, 2024

LOD dithered fade-out transition does not work since UE5.4

UE - Rendering - Architecture - Aug 7, 2024

When DitheredLODTransition is enabled for HierarchicalInstancedStaticMesh, in the previous version (5.1.1), dithering was applied during fade-in/fade-out, but in 5.4.3, dithering is not applied duri ...

MemReport does not seem to respect mesh streaming

UE - Rendering - Architecture - Aug 6, 2024

The function "FStaticMeshLODResources::GetResourceSizeEx(...)" does not take into account that the buffers might be emptied, due to Mesh Streaming. This causes "obj list" to report sizes larger than ...