Path Tracing denoiser is not stable in animation

UE - Graphics Features - Nov 30, 2021

When rendering an animation with the path tracer through MovieRenderQueue, at low sampling rates the denoiser produces splotchy results that flicker from frame to frame. The current denoiser (Ope ...

MoviePipeline skipped frames using Temporal Subsampling + Time Dilation

UE - Anim - Sequencer - Jun 30, 2020

The frame appears to be getting skipped entirely, but the timing for the frames on either side of them is correct, ie: if frame 10 is skipped, frame 9 and 11 still match the working case, so the ove ...

Niagara Sim Cache result from 3D Gas is blocky in Windows packaged game

UE - Niagara - Sep 13, 2024

Summary: Cached 3DGas Niagara system appears blocky in packaged game. Brought up by a licensee via UDN: https://udn.unrealengine.com/s/question/0D5QP00000a17A40AI/niagara-fluids-simcache-artefacts- ...

Delay Before Shot Warm Up introduces hitches

UE - Anim - Sequencer - Mar 29, 2019

setting a Delay Before Shot Warm Up can introduce hitches when rendering out a series of frames. ...

Alembic Hair Groom Asset + DoF = artifacts around edges

UE - Graphics Features - Jan 21, 2020

Hair assets show artifacting between strands when used with DoF. Confirmed in MAIN 4.25 @ CL 110623791 ...

Pasting infinite bool section creates multiple sections on a track that does not support multiple rows

UE - Anim - Sequencer - Oct 21, 2022

Tracks that don't support multiple rows, can still have sections pasted on top of each other, which can lead to unexpected results. ...

UMG Animation MPC track cannot preview

UE - Editor - UI Systems - UMG - Jan 23, 2024

The reason should be in FMaterialShader::GetParameterCollectionBuffer , Scene is nullptr and cached value GDefaultMaterialParameterCollectionInstances ** doesn't update. ...

When adding the UIRenderer to the Movie Render Queue, the rendering output is a difference in PIE and MRQ.

UE - Anim - Sequencer - MRQ - Dec 5, 2023

UI rendering in PIE and UIrenderer rendering in MRQ produce different output results. This is because when dealing with fades in the UI, the rendering results should not be different.  Workaround ...

Attempting to Paste Behavior Tree Task with Decorators Pastes to Wrong Location

UE - AI - May 17, 2016

Attempting to paste a task that contains decorators does not paste it near the mouse location, and pastes it off screen instead. Found in 4.11.2 binary. Reproduced in 4.12 Preview 4 binary and Main ...