As far as I can guess is that in the initial state of the object, the vertex normals are as they come from the DCC, but after the modeling operation they get recalculated somehow that doesn't match ...
In 4.27, ray traced point lights can leak through thin meshes. This bug does not exist in Unreal Engine 5, due to many of the potential rendering areas being fundamentally changed. ...
Users have reported that manually editing each bone when generating blendmasks to be tedious and could be easier with some bulk editing functionality. ...
Users have reported that manually editing each bone when generating blendmasks to be tedious and could be easier with some bulk editing functionality. ...
The order of passes related to Decal rendering (without the DBuffer) and CustomDepth is changed by the CVar "r.Lumen.AsyncCompute", even when Lumen is not enabled. This causes Decal Materials that ...
It is possible to get in a rare situation where PCG uses all Background workers while also having all its workers waiting on the FPCGLandscapeCacheEntry DataLock critical section. Since loading of ...
Niagara particle sprites with a Translucent Material are glowing in a completely dark area. This issue is also observed with the deprecated Cascade particles. Particle brightness is also dependent ...
A dark square appears in the direction of a spotlight on hair when the spotlight has no shadow. [Image Removed] In UE 5.4 the dark square is visible when the spotlight has no shadow, and a light s ...
I think it's caused by the wrap size doesn't change when the UMG Design Window zooms. ...
After using the Begin Scan, the application does not show anything with the camera, though it should be noted that you can still find, select planes and then place the model on it. For now the bug w ...