Errors occur when moving duplicated Material Instances

UE - Rendering Architecture - Materials - Feb 9, 2023

Licensees have reported that two UMaterialInterfaceEditorOnlyData objects are being created for duplicated assets, causing a name conflict when renaming. ...

Index of Texture Cube Array cannot be specified with VisualizeTexture on D3D11

UE - Rendering Architecture - RHI - Feb 8, 2023

Licensees have reported that they always see Index 0 for Texture Cube Arrays. Looking at the RenderDoc, Index1 has a white texture but it's not actually visible.[Image Removed] ...

NiagaraEditor timeline folders are not saved correctly

UE - Niagara - Feb 8, 2023

It works correctly in 5.0.3. ...

TSR ghosting when see through translucent wall

UE - Graphics Features - Feb 7, 2023

see through a translucent material will cause ghosting  This issue did not occur in 5.0, it occurs when using TSR on UE 5.1 or later. ...

Light leaks when cast shadow disabled light is applied to the Hair material.

UE - Graphics Features - Shadows - Feb 27, 2023

There seems to be a leak in the ContactShadow determination in DeferredLightingCommon.ush ShadowRayCast(), but I could not determine if this is the specification. This problem always occurs from 4. ...

Distance Field AO for Hair shading model looks incorrect

UE - Graphics Features - Mar 10, 2023

It will be the same drawing as the Default Lit Material with the same value set to Nomral.[Image Removed] ...

Ocean not centered at correct location when placed away from the origin

UE - Graphics Tools - Terrain - Water - Mar 21, 2023

This display problem is a problem in the editor and Ocean was drawn normally during the PIE. When the problem occurred, we observed that only a part of the WaterInfoTexture in the WaterZone was wri ...

Crashes when playing Slomo on NiagaraSystem with Solo and DesiredAge.

UE - Niagara - Mar 23, 2023

When Slomo 2 is used to speed up the process, TicksToProcess is greater than 1, which means that ManualTick is called several times during one loop.  When playback is completed by a ManualTick in t ...

Nanite flag is set to Enable for all static mesh materials when Nanite Tools is opened

UE - Graphics Features - Nanite - Apr 27, 2023

The expected result is that the Used with Nanite flag is enabled when Nanite is enabled in Nanite Tools. Currently, opening Nanite Tools enabled the flag even for non-Nanite meshes. ...

MaterialProxyReplace node does not work with Approximate setting in HLOD generation or Actor Merge

UE - World Creation - Worldbuilding Tools - HLOD - May 15, 2023

This is the same behavior for HLOD generation of World Partition. Replace is useful when there is a material that changes parameters with information such as camera. ...