From 5.6 onwards, Skylight Leaking is much stronger in reflections than in the world. Also tested on //UE5/Release-5.6, CL 45232827 ...
Normally if you have a property in your state tree instance data of the input property(Category = Input), when you compile the state tree, you will get errors if the property does not have a binding ...
When exporting a level sequence to an animation sequence, the bones used will be based on the LOD for the current camera location, instead of exporting LOD0. This is very noticable if you pull the ...
HZB Occlusion causes large stalls (greater than 5ms seen) on the render thread due to an RHI flush. This is caused by the following code in FDynamicRHI::RHIMapStagingSurface_RenderThread which force ...
Nanite enabled skeletal meshes don't work with materials containing a vertex color node. The vertex color material does work for non-Nanite skeletal meshes and Nanite-enabled static meshes. ...
Context: Landscape patches are components that can be attached to meshes to affect the landscape as the mesh is repositioned. Problem: The problem is that when using "Texture Backed Render Target" ...
When objects are placed behind or beneath a masked landscape and r.Lumen.HardwareRayTracing.SurfaceCacheAlphaMasking is enabled, the direct light evaluation is incorrect. There are two workarounds, ...
Other engine features requiring HZB data (such as per-instance GPU LOD selection occlusion culling or light grid culling) are also impacted regardless of whether r.HZBOcclusion is enabled. ...
The OculusOpenXRLoader module is only required on Android but it should be possible to reference it from any project\plugin that doesn't target that platform. The user that found the problem is ...
The crash comes from the pointers in FAnimSubsystem_PropertyAccess::Library::Indirections in the layer ABP from pointing to old/invalid functions and properties from the trash ABP_Manny, as they hav ...