From 5.6 onwards, Skylight Leaking is much stronger in reflections than in the world. Also tested on //UE5/Release-5.6, CL 45232827 ...
HZB Occlusion causes large stalls (greater than 5ms seen) on the render thread due to an RHI flush. This is caused by the following code in FDynamicRHI::RHIMapStagingSurface_RenderThread which force ...
If "bDoFastBuild" is enabled on a Static Mesh asset, in-editor it will never be able to have Nanite data built for it, preventing the Static Mesh from using Nanite. There is no way to fix this issu ...
Someone on the forums is reporting a possible bug with Pathtracer and any material that adjusts normals to complement world position changes. See pic attached. Reporting forum thread:https://foru ...
Substrate Materials cannot be baked when Meshes are merged using the "Simplify" method. All textures except for the normal are reduced to a single black parameter. The normal texture produced does n ...
DeltaCompressionBaselineManager needs to update its scope for the case where objects may be replicated but no connections exist. ...
Shaders that compare custom depth and pixel depth get wrong output values because the ranges are different. This error is most noticeable over large distances. The difference in ranges is due to t ...
FDeltaCompressionBaselineManager::CreateBaseline will return early if the object has an invalid ObjectInfoIndex, which is allocated in FDeltaCompressionBaselineManager::UpdateScope (by calling FDelt ...
For the "WebAPI" TokenType, the call to execute the delegate is missing in the case where the SteamUserPtr is null or if BLoggedOn is false for the SteamUserPtr, so GetLinkedAccountAuthToken will ju ...