Nanite meshes are lit differently in Actor Colorization view modes than non-Nanite meshes

UE - Graphics Features - Nanite - Aug 28, 2024

When the Lit > Actor Coloration > Affects Navmesh or other Actor Coloration mode is used, Nanite meshes apply lighting differently than non-Nanite meshes which can make it difficult to use the Actor ...

Material instance UI doesn't show correct parameter preview for logic in a material function

UE - Rendering Architecture - Materials - Aug 27, 2024

The Material Instance UI doesn't show the correct parameter values when the logic is moved from the material graph into a material function used in that material graph. Example setup showing the wr ...

BlendListByEnum assumes that enum values are sequential

UE - Anim - Runtime - Anim Blueprints - Aug 26, 2024

FAnimNode_BlendListByEnum assumes that values within a custom enum type are sequential (ie. the index 0 = value 0, index 1 = value 1).  But this is not true of all custom enum types, for example: U ...

Ortho near plane clips geometry in Editor Top view

UE - Graphics Features - Aug 9, 2024

When the viewport is in Top (ortho) Lit mode the near plane clips through geometry as you zoom the view in and out. ...

Incorrect Lighting With Exponential Height Fog And Light Function Atlas

UE - Graphics Features - Jul 29, 2024

There currently is a mismatch occurring when light function atlases are used in conjunction with exponential height fog. When the flag r.VolumetricFog.UsesLightFunctionAtlas is enabled, light shafts ...