The Material Function WorldCoordinate3Way seems to incorrectly perform the Lerps from the axis contributions of the normals. An example is show here, with the left objects using the version that com ...
Currently, Reflection capture ignore any ray tracing effects. So let'say you want to use only ray tracing shadow but also you want to use reflection captures for reflections instead of ray tracing r ...
When deploying a Third Person Template project to a Mobile device, there will be no dynamic shadows in the level coming from the character. Shadows are shown in 4.6.1 but not in the changelist provi ...
User has pointed out that generating FBX files through C++ causes the level nodes and a light node. I'm not fully versed with this, so the notes from the user may be more helpful for their descript ...
Passing a blueprint array as an argument to a C++ function causes a spike in Frame rate, game and GPU. This spike is noticeable when using UnitGraph. Attached screenshots show difference in UnitGr ...
UE 5.6 broke the Collaborative Viewer Template pawn's Mouse Look. Creating a 5.6 project based on the Collaborative Viewer Template and Playing-In-Editor, we notice that the Mouse Look functionality ...
When using a mesh as an Instanced Foliage Actor the Levels of Detail are always rendered. The user reporting this issue mentions he needs to use extreme different LOD value ranges for screen size wi ...
When deploying project to a mobile device, the quality of the baked lighting and shadows becomes very poor compared to "Mobile Preview." Lightmaps appear dirty and blurry, with splotches (As shown i ...
Modulated shadows are not functioning properly on IOS devices for skeletal meshes. Any skeletal meshes in the scene will cast a shadow, but have a flickering modulated shadow on the skeletal mesh as ...
Given a Movable Light with a Movable Mesh with enabled Self Shadow Only, the mesh will not cast inset shadows (despite this option begin forced to true according to Tooltip) unless the mesh is selec ...