When a WorldAlignedTexture node is connected to multiply and then to a base color output, the material cannot be compiled, giving an error about an undeclared local variable "Local27". Does not happ ...
Using Material Attributes as an input to a Custom Expression causes the HLSL Translator to create multiple CustomExpression# functions, for each used member of the Material Attributes, rather than u ...
Foliage/hierarchical instanced static mesh components have issues with culling when their material's "Max World Position Offset Displacement" value is a higher amount, e.g. 100.0. ...
The world position offset input of the result node does not behave consistently. There is an obvious visual difference between the setting it by connecting a float3 color constant, versus setting th ...
Using custom primitive data as an input in a UI material causes the engine to crash in the RHI thread. The exact crash is "Missing uniform buffer at slot 1, stage SF_Pixel." at Engine\Source\Runtime ...
Material Instances used in Custom Buffer Visualizations do not respect parameter overrides, and use the parent material's values. Also tested on UE5-Main, CL: 34543023 ...
Shader Template files like MaterialTemplate.ush do not submit previous chunks when encountering a `%` character, unless that `%` character is `%s` or `% {...} `. Because the error is happening ...
UDN: [Link Removed] ...
From UDN: [Link Removed] There is a bug in the output velocity for translucent objects in Unreal Engine 5. Specifically, when a material instance has the "output velocity" override flag enabled, bu ...
udn: [Link Removed] This appears to only be an issue with SN_DBS. DBS calls a function to gather all shader includes, and any custom hlsl includes aren't discovered causing that file to not be cop ...