Lighting channels on static mesh doesn't change correctly at runtime

UE - Graphics Features - Aug 28, 2020

If call SetLightingChannels in blueprint to set a static mesh's lighting channels at runtime, the mesh in the viewport seems can't update to the new lighting channel setting.  A weird thing is, if ...

Disabling Shadow Denoiser causes raytraced shadows from Rect Lights to disappear

UE - Graphics Features - Lumen - Nov 6, 2020

Disabling Shadow Denoiser causes raytraced shadows from Rect Lights to disappear ...

Animations are not recorded correctly when "Save Record Assets" is enabled.

UE - Anim - Sequencer - Jul 21, 2021

If I disable "Save Record Assets", all animations are recorded. I have checked the implementation of bSaveRecordedAssets, but I am not sure if this is the intended implementation. ...

Oculus Hand Components trigger a crash when Hand Tracking Support is changed

UE - Platform - XR - May 9, 2022

Oculus Hand Components trigger a crash while playing in editor when Hand Tracking Support is changed to Hands Only. ...

GPU Lightmass and HLOD not working

UE - Graphics Features - Nov 4, 2022

(Enduring Games) Conversation with customer includes test project within which the config changes are also present for review. ...

Incorrect transforms when breaking a packed level actor

UE - World Creation - Worldbuilding Tools - Level Instances - Aug 14, 2023

See "Steps to Reproduce" ...

Shadow in Sky Reflections

UE - Graphics Features - Lumen - Nov 10, 2023

It looks like the DistantScreenTrace(...) in LumenScreenTracing.ush reports a false positive hit in the dark regions. Using screen trace visualization reports the distance in these regions as 65535. ...

UE5.4 Preview 1 produces rendering artifacts on Landscape with World Position Offset

UE - Graphics Tools - Terrain - Landscape - Mar 28, 2024

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. ...

Nanite static mesh components are not individually highlighted when selected

UE - Rendering Architecture - Apr 30, 2024

Non-nanite static mesh components still show an individual highlight outline which individually selected even with other non-nanite static mesh components in the same actor. This is different when t ...