This was found as a result of Licensees doing a Code Review of the Engine code. Here's the code snippet in question. It seems to be missing a line similar to Vertex->TangentY = InTangentY;.: int32 ...
Substrate materials have a thin border of black pixels between slabs. These lines can be made more apparent by changing the Diffuse Albedo color of the two slabs to pure white. This will remove the ...
When a transparent material has "Allow Custom Depth Writes" enabled it is prone to have artifacts in the custom depth buffer under specific conditions. The conditions are as follows:The translucent ...
This is a common and longstanding crash that has affected more than 200 users since at least 4.15. This crashGroup was previously associated with [Link Removed], but that specific repro case has be ...
This is a common crash that has occurred since at least 4.16. The callstack is nearly identical to [Link Removed], which appears to be fixed in 4.18; and [Link Removed], which has not. The differen ...
Material Instances used in Custom Buffer Visualizations do not respect parameter overrides, and use the parent material's values. Also tested on UE5-Main, CL: 34543023 ...
When working on the level editor viewport or testing on PIE, the visual appearance of additive/translucent lit materials changes significantly (and abruptly) when varying the camera FOV or the viewp ...
There appears to be a bug relating to rendering multiple windows that can trigger under unknown circumstances. It has been reported on rectangle lights in the forums and on PostMotionBlur materials ...
We found a d3d debug validation assert in RDG_EVENT_NAME("ShaderDrawDebug"), with the full DLSS integration. It however also reproduces in (4.25.1-release, dev-rendering and the plugin branch with ...
Users have requested that light depth and light position are made available to Light Function Materials.Light Depth We seem to be calculating the per-pixel distance from the light to the surface in ...