Can we please implement a feature whereby the shader name applied to surfaces / objects is used for the Material Element Slot? When using Dataprep and replacing the materials using a table, it give ...
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 ...
In UE latest release (5.5 launcher version), Enhanced Input Actions mapped to "Any Key" stop responding after scrolling the mouse wheel. Specifically, scrolling either up or down disables the Any Ke ...
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 ...
This code worked until UE5.4. NaniteResource added in 5.5 causes this issue. ...
A UDN user has reported this crash [Link Removed] The user also reports that the editor will crash:If the material is loaded while in PIE.If the material is used in a level (crash occurs when the l ...
Commit 6448c6f (https://github.com/EpicGames/UnrealEngine/commit/6448c6f6d1de1e9fac9614248e06ba06b837814d) introduced inconsistent behavior for TFieldPath and nullptr comparison, depending on constn ...
When running in the Editor, actor owning a UCameraTestComponent that sets DesiredView.Rotation Pitch below -90 or over 90 will attach to the Editor Camera as if it was being piloted. The licensee re ...
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. ...
When TSR is enabled, translucent materials using the AfterMotionBlur translucency pass cause visual artifacts when local exposure is active. The artifacting is believed to occur because the local ex ...