When UGameViewportClient::bDisableWorldRendering is true and the scene is rendered only through manually triggered scene captures, FDistanceFieldSceneData::PrimitiveModifiedBounds is never reset and ...
With more than one directional light in the scene, ResolvedView.DirectionalLightColor and ResolvedView.DirectionalLightDirection can report the wrong light, or black and a zero vector, while a direc ...
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 ...
Playing a Guides Groom Cache while Card Mesh LOD (Guide-Based) is active causes an assert in RunHairStrandsInterpolation_Cards when the renderer switches to Card LOD. Assert location:Plugins/Runtim ...
The ApplyLocalExposureCS shader in PostProcessLocalExposure.usf computes UV coordinates for the LumBilateralGrid 3D texture using Output_ExtentInverse (1/RenderTargetSize) instead of Output_Viewport ...