In Unreal Engine, materials can expose parameters that can then be modified via instances (MaterialInstanceConstant). The UMaterialEditingLibrary provides several functions to modify these parameter ...
Specular highlights on non-Nanite meshes with a clearcoat material that has the second normal enabled will disappear at certain view angles. This can be worked around by adding a constant node to th ...
Intermittent crash in virtual texture transcode. Usually mempy from nullptr but also occasionally we see the same callstack with memcpy to random location. ...
I find that there are a couple of things that influence the artefact If WPO in M_BlendingBug is connected I get an issue with the blending. Removing the opacity input that's passed through the ma ...
Either directly return the converted image (if we need it everywhere), or, convert it in ARUtilities/Materials/M_ScreenSpacePassthroughCamera ...
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 ...
Reflection Capture does not appear to work with Lumen + SSR. Licensees have reported that there are cases where they want to combine Lumen GI, SSR and Reflection capture for quality and performance ...
Flickering shadow artifacts can be seen with translucent mateirals with "Cast Dynamic Shadows As Masked" enabled. Please note that the artifacts disappear when switching from virtual shadow maps to ...
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. ...