Hair sampling/aliasing in editor with sequencer

Rendering - Features Teams - Jun 9, 2021

Disabling Render in Main Pass on a Nanite mesh causes a crash

Rendering - Features Teams - Jun 8, 2021

When disabling Render in Main Pass on a Static mesh with nanite enabled a crash occurs This issue is occurring in //UE5/Release-5.0-EarlyAccess Binary CL 16433597 ...

HDR is washed out or broken across multiple platforms

Rendering - Features Teams - Jun 4, 2021

Default HDR images look incorrect for different reasons on each platform: PC SDR:[Image Removed] PC HDR:[Image Removed] ...

DFAO artefacts created by landscape painted invisible

Rendering - Features Teams - Jun 3, 2021

Looks like the issue stems from the DistanceFieldBentNormalAO pass ...

Shader compilation error occurs when using values sampled from texture for Customized UV1

Rendering - Features Teams - Jun 3, 2021

Shader compilation error occurs when using values sampled from texture for Customized UV1. No problem when connected to Customized UV0. This problem compiles well if I change the value of Const to ...

Allow custom node to access the functions in MaterialTemplate.ush

Rendering - Features Teams - May 31, 2021

For example, If you try to call GetMaterialOpacityMaskClipValue() from a custom node, the editor will report a compilation error, as shown in the attached image.[Link Removed] [SM5] /Engine/Generat ...

Shadows flicker when Forward Rendering is enabled alongside Lumen

Rendering - Features Teams - May 26, 2021

When enabling Forward Shading in a project while using the Lumen Global Illumination system, the shadows in the viewport begin to flicker and occassionally entire meshes may appear black. The lighti ...

VolumetricLightmap doesn't work when shifting a level by world origin rebasing

Rendering - Features Teams - May 17, 2021

VLM is not handled when rebasing. The following workaround works. void SetupPrecomputedVolumetricLightmapUniformBufferParameters(const FScene* Scene, FEngineShowFlags EngineShowFlags, FViewUniform ...