Multiple setter functions in UMaterialEditingLibrary always return false even when the parameter is correctly set on the MaterialInstance.

UE - Rendering Architecture - Materials - May 30, 2025

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 highlight and roughness issue on clearcoat material with second normal at certain view angles

UE - Graphics Features - May 21, 2025

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 ...

[CrashReport][Crash] UnrealEditor-Core!IMemoryReadStream::CopyTo()

UE - Rendering Architecture - Apr 10, 2025

Intermittent crash in virtual texture transcode. Usually mempy from nullptr but also occasionally we see the same callstack with memcpy to random location. ...

WPO bug with Material Layers

UE - Rendering Architecture - Materials - Apr 7, 2025

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 ...

Return FGoogleARCoreXRTrackingSystem::OnGetARTexture with YCbCr colour conversion

UE - Platform - XR - Apr 2, 2025

Either directly return the converted image (if we need it everywhere), or, convert it in ARUtilities/Materials/M_ScreenSpacePassthroughCamera ...

Masked material using virtual textures covering a decal will result in black pixels

UE - Graphics Features - Nanite - Mar 31, 2025

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 doesn't work when using Lumen GI and SSR

UE - Rendering Architecture - Mar 24, 2025

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 ...

Shadow artifacts on translucent objects when using the setting Cast Dynamic Shadows As Masked

UE - Graphics Features - Mar 20, 2025

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 ...

World Position is incorrect when used to control the opacity mask in a nanite spline mesh

UE - Graphics Features - Feb 20, 2025

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. ...