Rect Lights that intersect geometry can produce NaN pixels in SceneColor, which will affect bloom, FXAA, and other future passes. This can lead to large visible artifacts. The NaN values are produc ...
The Level Visibility tracks part of a Subsequence are turned off every time you save the Leve Sequence. It does not happen if Level Visibility tracks are added in the main Sequence. ...
Objects far outside of the Lumen Scene don't temporally accumulate screen traces, leading to heavy flickering. It appears that the temporal reprojection is failing when comparing the depth in "Scree ...
Geometry that has its "Shadow Cache Invalidation Behavior" set to "Static" will still draw in the dynamic shadow cache when it is experiencing WPO ...
With 5.2, we allowed the take separator to be multiple characters long. But it would appear that when using this feature, if you don't also have a 'shot number' before the take separator, then the n ...
In a static lighting environment, moving static objects no longer marks the built lighting as invalid. This prevents the on-screen warning from appearing. Regression introduced in CL: 25964466 on / ...
When a specific configuration of HDR cvars are set, PIE in a New Editor Window will not render the game world. Settings (For DefaultEngine.ini): ```[SystemSettings] r.AllowHDR=1 r.HDR.Display.Color ...
User's who have imported and set their skeleton to Force X Front, when importing animations from pose driver do not have an option or autodetect setup and the animations are imported normally. This ...