Since UE5.5, RegisterComponent has been called during cook process, So unnecessarily references from DMXLibrary to DMXComponent has been added. There is a workaround to avoid adding references : ...
Suggested fix from licensee is : PhysAnim.cpp@339 #if 0 FVector RelPos = RecipScale3D * RelTM.GetLocation(); #else FVector RelPos = (BoneIndex == 0) ? RecipScale3D * RelTM.GetLocation() : Rec ...
When compiling a PSO, RHI Breadcrumbs can be fed a bad FRHIBreadcrumbNode, resulting in reading random memory and crashing during the recursive node iteration. This only happens when tracing. The i ...
When calculating the opacity mask, Nanite spline meshes do not have the correct World Position in the Material. This leads to visual artifacts when the mask relies on the world position. ...
Licensees have reported that this issue occurs in UE 5.5 and does not appear to occur in UE 5.4 or with Substrate enabled. ...
When using an "FSceneRenderer::CustomRenderPasses", the View never has Distance Field textures assigned. Can it instead reuse the Distance Field clipmap from the main view? ...
Translucent materials do not receive specular highlights and reflections from Ambient Cubemaps set in Post-Process settings. There is a pass"InjectTranslucencyLightingVolumeAmbientCubemap" that sho ...
Materials with "Used With Hair Strands" enabled will cause Skeletal Meshes to draw twice in the Base Pass. ...
Depth Passes for Masked Materials using Virtual Textures does not work correctly when it is in front of a Nanite Mesh and a Decal, resulting in black artifacts. Also tested on //UE5/Main, CL: 41024 ...
Certain Lumen Hardware Ray Tracing CVars, when disabled in isolation, will not fall back to tracing the Global Distance Field, because the Global Distance Field is still disabled. The function "Lum ...