The instruction count appears to update properly if the whole asset editor is closed and reopened. ...
From 5.6 onwards, Skylight Leaking is much stronger in reflections than in the world. Also tested on //UE5/Release-5.6, CL 45232827 ...
Reported by a licensee - separate CSVs from different perf sequences that are in one go are not picked up upon completion. ...
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 ...
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 ...
When custom instance data is used to calculate WPO in a Material and applied to an ISM the WPO value in the Lumen scene (ray tracing scene) is different than the visible scene resulting in incorrect ...
Nanite Skeletal Meshes will always invalidate VSMs, even with their Shadow Cache Invalidation Behavior set to Rigid. This does not match the behavior of non-Nanite Skeletal Meshes. ...
When mirroring the MetaHuman Face_Archetype_Skeleton it has been noticed that some curve names are not mirrored correctly (such as head_lod0_mesh_mouth_lowerLipDepress_left) while a large number of ...
PreExposure is influenced by LocalExposure in PostProcessEyeAdaptation.cpp:1265. It appears when the scene is particularly dark and using manual exposure, the LastAverageLocalExposure can read a lar ...