Rewind debugger sometimes behaves incorrectly during lod switches. Users have found this on a metahuman. ...
A material on a landscape with WPO will cause major ghosting, even if that WPO is a dynamic {0,0,0} ,such as from a black texture. ...
Some pixels at the edge between cascaded shadow maps and distance field shadows can be skipped by both, leading to unshadowed pixels. Licensee reports the bug happening in 5.3 as well. Test project ...
This only happens on a 5700XT, tested this on the 7900XT and the issue did not occur Initially reported on the Preview 1 forums: https://forums.unrealengine.com/t/unreal-engine-5-4-preview/1763516 ...
Using a shared base material with both a Volume and Mesh renderer causes the emitter to render as a glowing box at the scale of the bounding box. ...
In the repro project the player camera has a post process material that slightly darkens the frame by subtracting 0.01 from the final color. When a camera animation based on a camera sequence is pla ...
In the Subobject Data Subsystem, CanPasteSubobjects is BlueprintCallable, but the call to PasteSubobjects is not. Given CanCopySubobjects and CopySubobjects are both BlueprintCallable, the ability t ...
When a nanite mesh moves, the shadow does not. ...
I think that the root of the issue actually comes from the K2 node behavior itself. If you copy your node and paste it to a clipboard, you can see the pins and the string representation of all the v ...
Both the material and the Niagara compute shader use the same function to interpret the YCoCg color data, but the Niagara compute shader returns an incorrect color. Also found on CL: 32347737 in Re ...