A crash from bad memory access can happen when clearing the textures in a Texture2DArray asset. This appears to be because the order of operations when deleting the platform data is: ``` if (Privat ...
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 ...
The Vertex Interpolator Material Expression appears to collapse separate instances from separate Material Layers, leading to visual artifacts when used. Also tested on UE5_Main, CL: 34200103 ...
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 / ...