In editor, data layer system respects the data layer settings for each actor, but at runtime, the condition check is made collectively for each actor cluster, resulting in differences in behavior. ...
Virtual Shadow Maps do not invalidate pages when HLODs replace meshes. This can lead to inconsistencies between the geometry and the shadows, which can cause artifacts as pages are invalidated. ...
Resaving the level using ResavePackagesCommandlet is a workaround. ...
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. ...
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 ...
Context / Problem: Complex static mesh actors with nanite enabled and Evaluate World Position Offset (WPO) enabled works together except for a specific distance where the shadow is deformed and sort ...
It appears that LumenScene's Hardware Ray Tracing is causing light leaking into a sealed room (which should be perfectly black). This bug does not appear to happen on AMD GPUs. ...
Some Material Attribute blends in Material Layer Blends can cause Virtual Texture samples to be duplicated in HLSL. This can be avoided by sampling the Virtual Texture in the Parent Material, and pa ...
Context World Partition - Hierarchical Level of Detail (HLOD) system uses custom HLOD Layers to organize large amounts of Static Mesh Actors and generate a single proxy mesh and Material. Problem T ...
Water tiles flicker in and out of visibility when playing in VR with instanced stereo enabled. Requires instanced stereo rendering to be enabled (does not require forward shading to be enabled) Must ...