This issue was reported by a licensee and we also hit it during dev work on the crowds demo. It seems that this may be a general issue with motion vectors and teleporting actors as there are variou ...
A race condition occurs in the InitSplineVertexFactory_Internal }}function call, which is distributed across multiple threads. This causes {{FSplineMeshVertexFactory to be instantiated multiple time ...
A licensee has reported seeing a repeating brick-like pattern in volumetric clouds when they overlap with very distant geometry (or at the transition between nearby and distant geometry). The artifa ...
In UE 5.8 r.Visibility.LocalLightPrimitiveInteraction mode 2 (enabled if MegaLights is disabled) was added and made the new default as a performance optimization. However, this causes shadows to d ...
Flickering can occur on translucent materials, usually in the distance when there is at least one directional light and when using VSM. Flickering seems highly dependent on framerate and timing. L ...
Light functions don’t render on grooms when using ray traced shadows and positions in the light function material. The setup:A light (point/rect/spot) pointing to a groom hair system. The light's ...
When "r.SkyAtmosphere.TransmittanceLUT.UseSmallFormat=1", some values for the Sky Atmosphere at some directional light angles can lead to the sun disk being cut off, and taking on a chord shape. A ...
Analytical Derivatives are not calculated properly when using UMaterialExpressionSwitch. Disjoint UVs in screen space result in large jumps in the derivatives, which can cause artifacts as the wrong ...
Context The showFlag.CollisionVisibility 1 cvar is a viewport visualization mode that highlights which Actors will block visibility. The showFlag.CollisionPawn 1 cvar is a Player Collision viewmode ...
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 ...