Editor grid zfighting with meshes

Rendering - Features Teams - Jun 15, 2018

The editors snap grid will zfight with flat surfaces of static meshes and BSPs. Found in 4.19 CL# 4033788, 4.20 preview CL# 4121666, 4.21 CL# 4131780 ...

Light Shafts Flicker in 4.19 compared to 4.18

Rendering - Features Teams - May 22, 2018

Per Licensee: We have noticed that the volumetric light shafts have become much more "flickery" and unstable compared to 4.18.3. This is visible in just the empty project with an unmodified engine. ...

Support Lighting Channels for Skylights

Rendering - Features Teams - Apr 27, 2018

Lighting channels for skylights would help for streaming levels that include both outdoor and indoor environments. https://forums.unrealengine.com/development-discussion/rendering/78203-lighting-ch ...

SSR is drawn black when translucent material with FXAA

Rendering - Features Teams - Apr 4, 2018

SSR is drawn black when translucent material with FXAA. This problem is because there is no preview buffer used for reflection. SSR was displayed with Source change introduced in the following UDN ...

Split screen causes rendering issues with lightshafts

Rendering - Features Teams - Feb 21, 2018

There is an issue occurring where Split screen causes rendering issues with light shafts. This issue does not occur if you use the command " r.lightshaftquality 0" The issue no longer occurs. This i ...

DFAO does not support World Origin Rebasing

Rendering - Features Teams - Feb 20, 2018

Max Deviation setting is never used for Mesh Reduction, causes incorrect values for automatically computed LOD distances

Rendering - Features Teams - Feb 1, 2018

The Max Deviation setting for a static mesh LOD is never used for Mesh Reduction. This results in incorrect values for automatically computed LOD distances, because the calculation uses the Max Devi ...

DitherTemporalAA includes some noise even when Alpha Threshold is set to 0

Rendering - Features Teams - Dec 8, 2017

DitherTemporalAA's output contains some noise even when Alpha Threshold is set to 0. ...

Editor UI lightens when r.HDR.EnableHDROutput is set to 1

Rendering - Features Teams - Nov 15, 2017

When console command r.HDR.EnableHDROutput = 1 is used, the entire engine UI becomes lighter or more washed out / desaturated, as shown in attached screen shots. Confirmed this bug is not present i ...

Light leak on mesh when in shadowed area

Rendering - Features Teams - Nov 8, 2017

When Cast Shadow and Self Shadow Only in the Lighting Section of the Details of a mesh, the light will randomly hit the mesh even though it is in a shaded area. Light appears to flicker and will com ...