When adding the UIRenderer to the Movie Render Queue, the rendering output is a difference in PIE and MRQ.

zComponent - Archive - Dec 5, 2023

UI rendering in PIE and UIrenderer rendering in MRQ produce different output results. This is because when dealing with fades in the UI, the rendering results should not be different.  Workaround ...

Renaming actors between levels during PIE causes issues

UE - Engine Scaling - Streaming - OFPA - Dec 4, 2023

When renaming actors during PIE the actor generates a new, non memory/temporary, actor package underneath the PIE world- this is then causing checks in EnumerateMemoryAssetsHelper (in AssetRegistry. ...

Nanite cast shadows from all lights, regardless of lighting channel configuration

UE - Rendering - Features - Nanite - Dec 4, 2023

This behavior is inconsistent with the behavior of non-nanite meshes, which receive light and cast shadows only from lights in the same lighting channel. [Image Removed] ...

HLOD Build crashing when building nanite for mesh with 2 material having the same parameters

UE - Engine Scaling - Streaming - HLOD - Dec 2, 2023

From Licensee: Catching the exception with debugger allowed us to find a list of materials on the hlod mesh on which the error occured and we were then able to link it to one of our meshes causing ...

VectorNoise Material Expression Position's tooltip says it accepts 2 or 3 dimensional vectors, but the node raises an error if a Float2 is input

UE - Rendering - Architecture - Materials - Dec 1, 2023

Unable to render embedded object: File (image-2023-12-01-12-00-35-167.png) not found. ...

Some post-processing passes sample outside of the viewport when using scene capture components

UE - Rendering - Features - Nov 29, 2023

It looks like the SSAO shader does not clamp its sample space to the half view size for the two inputs "Ambient Occlusion" and "AmbientOcclusionSetup", leading to invalid data entering the edge of f ...

Volumetric fog flicker side screen

UE - Rendering - Architecture - Nov 29, 2023

The flicker is visible in Epic scalability as well, it is just smaller on screen because the fog voxels are smaller (r.VolumetricFog.GridPixelSize). ...

Nanite shadow issue in commandline rendering

UE - Rendering - Features - Nov 28, 2023

UMovieSceneDMXLibrarySection::GetFixturePatches returns invalid patches

zComponent - Archive - Nov 28, 2023

UMovieSceneDMXLibrarySection::GetFixturePatches() returns an invalid patch as follows. The if condition needs to be corrected.  TArray<UDMXEntityFixturePatch*> UMovieSceneDMXLibrarySection::GetFixt ...