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 ...
We've noticed smearing in grass due to wrong motion vectors. This appears to be caused by lack of previous frame support in the periodic world space node. This is how we fixed it: In MaterialTempl ...
Groom strands do not appear to correctly block transmitted light for Subsurface Scattering Profile Materials. In some cases, not only will they not block the light, but can instead lead to more ligh ...
When switching from Lumen visualization to raytracing visualization via the console, the editor can crash to desktop. The crash appears to happen deep within the driver libraries, and does not trig ...
The preview Viewport in the Material Editor does not correctly render World Position Offset. It appears that the RenderVelocities pass (which is also drawing the depth for the preview sphere) does ...
Distance Field Ambient Occlusion produces artifacts when using Dynamic Resolution at lower framerates. ...
Clear coat bottom normal does not seem to work properly with virtual textures. Different virtual textures plugged into the material's base color can yield different clearcoat bottom normal results. ...
Starting with Unreal Engine 5.7, specular reflections on clearcoat Materials are less pronounced. Unreal Engine 5.5 tests performed on //UE5/Release-5.5/, CL: 41545209 ...