The problem seems to be that the bUsesGlobalDistanceField flag in the ShouldPrepareGlobalDistanceField() function checks for usage on the material, but it doesn't seem to take effect. The material u ...
Licensees have reported that this issue occurs when rendering from the command line: Rectangular lights with virtual textures do not render when you run the "Render (Remote)" button in the Editor, a ...
When hovering over items located at the bottom right corner of the Content Browser while the Editor is maximized, the tooltip is not displayed. It seems that the tooltip would extend beyond the edge ...
From 5.6 onwards, Skylight Leaking is much stronger in reflections than in the world. Also tested on //UE5/Release-5.6, CL 45232827 ...
When using Virtual Shadow Maps (VSM), widgets placed in world space do not cast any shadows. The same widgets correctly cast shadows when the Shadow Method is set to Shadow Maps instead of VSM. ...
On higher-density Landscapes, Landscape Splines can lead to patterned artifacts in the geometry normals. Also tested on //UE/Release-5.6, CL:45232827 ...
Large World Coordinates tile-offset position data can result in artifacts far from the world origin, when using it as input for mathematical distance field generation. This can be mitigated by demot ...
Nanite Skinned Meshes don't receive the correct Local Position in some shadow passes. This depends on the clipmap level, and is not related to VSM caching. Unreal Engine 5.6 shows the same issue, b ...
Swarm Coordinator in 4.8.1/2 is not distributing light builds across accessible agents. If you have and open a Coordinator included in the 4.7.6 build of the Engine, Coordinator is distributing cor ...