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 ...
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 ...
When calculating LOD for instances on GPU in NaniteCullingCommon.ush we use:float RadiusSq = length2(LocalBoxExtent); This doesn't exactly match the CPU logic for static mesh component LOD select ...