We have various casts across the engine on the scene, which fail to cast when the scene is a null scene. FScene* Scene = (FScene*)(World->Scene); Scene->UpdateEarlyZPassMode(); We shoul ...
This looks to be an issue with shadows in Lumen Direct Lighting, and might be coming from the "Batched lights" pass. ...
Workaround 1: 1. Change HierarchicalInstancedStaticMesh.cpp in either of the following ways:void{{ FHierarchicalStaticMeshSceneProxy::GetDynamicMeshElements(const TArray<const FSceneView*>& Views, c ...
The flicker is visible in Epic scalability as well, it is just smaller on screen because the fog voxels are smaller (r.VolumetricFog.GridPixelSize). ...
UDN users have reported that expensive scene captures stall the render thread due to RDG flushing the RHI thread for resource deletion. This only needs to happen once per frame. ...
This is not an issue in Release-5.2. ...
During gameplay when the view target camera's aspect ratio is not exactly the viewport's aspect ratio, the presence of rendered debug draw elements (DrawDebugArrow, etc) makes the viewport's rendere ...
It appears as if the primary screenpercentage is being sent as the screen size to separate translucency materials, even though separate translucency has its own screenpercentage (r.SeparateTransluce ...
It looks like the skylight is not updating the CPU side SH values when Real Time Capture is enabled, and thus old/empty values are sent to the fog. ...