Using High Resolution Screenshot while the viewport is in Full Screen causes massive performance issues after the screenshot is successfully taken until the Editor is restarted

UE - Rendering - Jan 6, 2022

This is a regression. Maybe Binary only if it hasn't already been fixed. Tested in:StreamCLTypeResults//UE5/Main18386535PerforcePerformance is normal after screenshot//UE5/Main18218925Perforce Per ...

LandscapeVisibilityMask with an RVT Landscape seems to produce a black spot instead of a hole if Dbuffer Decals are turned off

UE - Rendering - Dec 14, 2021

This issue does not occur if Dbuffer Decals are activated for the project. ...

Stencil that has been marked with ResponsiveAA is cleared by DistortionPass

UE - Rendering - Dec 14, 2021

From UDN: When an object with ResponsiveAA enabled is in the screen and then an object with Distortion enabled comes into the screen, ResponsiveAA does not work. ​ I guess this is because the Ste ...

Water line misaligned if Screen Percentage is less than 100% while Temporal Upsampling is enabled

UE - Rendering - Dec 7, 2021

Water line is misaligned if screen percentage is less than 100% while Temporal Upsampling is enabled. ...

Volumetric Render Target Mode 2 is blending past frames.

UE - Rendering - Dec 2, 2021

Volumetric Render Target Mode 2 is blending past frames in Time of day map with the volumetric clouds.  This is a regression due to it not happening in 4.27 ...

Path Tracing denoiser is not stable in animation

UE - Rendering - 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 ...