This can also be observed while running in PIE mode using the console command "r.TSR.Visualize -2". It is not clear whether it is only the TSR flickering temporal analysis visualization that is exh ...
When a WPO (World Position Offset) object casts a shadow on a translucent object, the translucent object flickers continuously as the shadow passes over it. Initially logged as a 5.5/5.5.1 but also ...
The texture parameters on material instances applied to post process volumes do not respect the priority order of the post process volume, and are in fact inverted relative to the priority of other ...
When the Cinematic Prestreaming plugin is used to generate and cache Virtual Texture Feedback requests, they work when played back in Unreal Editor. A Licensee has reported that they do not improve ...
A licensee has reported that they are unable to use an emissive material utilizing the SkyAtmosphereLightIlluminance material expression together with Nanite and Lumen. The linked UDN has some more ...
It is possible for a class that implements IPreLoadScreen to leak memory if GetPreLoadScreenType returns EngineLoadingScreen and IsDone returns true before the engine signals loading is completed vi ...
TranslucencyVolume spheres are not correctly shadowed nor lit in Unreal 5.5 with VSMs disabled. Unreal 5.4 does correctly shade the sphere without VSMs. There appears to be differences in the outpu ...
Hair Materials do not react to Light Functions in the same way as other Materials. There is a visual difference between a Directional Light at 1 lux with no Light Function and a Directional Light at ...
When using a UserSceneTexture in a post-process material, a visible rendering issue occurs if the viewport's ScreenPercentage is set to below 100. This issue looks like it might stem from an incorre ...
There is a haloing effect when depth of field is used while post processing also has propagate alpha enabled at higher scalability levels. The effect becomes more obvious as the resolution of the vi ...