Bright Flickering or Black Squares with Rectangle Lights Intersecting Meshes

UE - Graphics Features - May 31, 2024

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 ...

Nested level visibility track bug

UE - Anim - Sequencer - May 31, 2024

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. ...

Distant mesh / vista have visible Lumen bounces

UE - Rendering Architecture - Jun 15, 2024

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 with Static Shadow Invalidation Behaviour being written into invalidated VSM Pages

UE - Graphics Features - Shadows - Jul 17, 2024

Geometry that has its "Shadow Cache Invalidation Behavior" set to "Static" will still draw in the dynamic shadow cache when it is experiencing WPO ...

Sequencer- New takes will not respect project setting take number if initial asset doesn't have a shot number

UE - Anim - Sequencer - Jul 18, 2024

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 ...

Message to rebuild lights does not display after static mesh position has changed

UE - Graphics Features - Aug 28, 2024

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 / ...

Does FSlateElementBatcher::AddCachedElements need to check if r.HDR.UI.CompositeMode is enabled?

UE - Editor - UI Systems - Aug 28, 2024

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 ...

[Pose Driver Connect] Animation imports that need "Force X Front" are not supported.

MetaHuman - Sep 13, 2024

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 ...