When DrawMaterialToRenderTarget function is called on tick and actors are spawned in game, the lumen shadow/GI visually flickers. Debugging shows that the lumen screen probes are flickering as well. ...
Objects far outside of the Lumen Scene don't temporally accumulate screen traces, leading to heavy flickering. It appears that the temporal reprojection is failing when comparing the depth in "Scree ...
There is a buzzing artifact on shadows that is seen in the provided test project. The problem seems to be far more subtle when VSM is turned off. Licensee mentions that turning r.Velocity.ForceOutpu ...
This appears to also occur on meshes that aren't set to Enable Nanite at all. [Image Removed] ...
When custom RayTracingGeometry is created, a crash is triggered by an assert at: Engine\Source\Runtime\Engine\Private\Rendering\RayTracingGeometryManager.cpp line 252 "Unexpected entries in BuildP ...
FDeferredDecalProxy always fade because InitializeFadingParameters is always called and leaves InvFadeDuration at 1.0 and the LifetimeAlpha calculation in FDeferredDecalPS::SetParameters gets a very ...
Refraction does not adjust the scene depth texture, leading to a mismatch between Scene Color samples and Scene Depth samples. ...
During material compilation we track unique individual virtual texture "stacks" and then create a virtual texture page table for each, along with unique bindings for each page table in the shader co ...
Same lightmap textures are listed multiple times in Lightmaps of WorldSettings. It seems that it just showes the same texture mutiple times but there is only one texture. [Image Removed] ...