Materials with "Used With Hair Strands" enabled will cause Skeletal Meshes to draw twice in the Base Pass. ...
Translucent materials do not receive specular highlights and reflections from Ambient Cubemaps set in Post-Process settings. There is a pass"InjectTranslucencyLightingVolumeAmbientCubemap" that sho ...
When Global Illumination is set to “None” in the project settings the ambient occlusion does not correctly render shadows for moving objects. This has been observed in versions 5.4 and above. ...
When using an "FSceneRenderer::CustomRenderPasses", the View never has Distance Field textures assigned. Can it instead reuse the Distance Field clipmap from the main view? ...
Flickering shadow artifacts can be seen with translucent mateirals with "Cast Dynamic Shadows As Masked" enabled. Please note that the artifacts disappear when switching from virtual shadow maps to ...
Licensees have reported that this issue occurs in UE 5.5 and does not appear to occur in UE 5.4 or with Substrate enabled. ...
Plugging an Add node which adds a constant value into a Nanite Pass switch node results in derivative ops to be detected where there should be none (which show up as red in the No Derivative Ops deb ...
Placing a special UTF-8 character into the "ProjectDisplayedTitle" will result in GPU dumps failing to open. This appears to be because the dump will switch between us-ascii and UTF-16 file formats ...
When playing in a split screen local multiplayer game the anisotropic reflections differ between players when looking at the same object. It appears as the anisotropic light scatter is not applied ...
FVirtualTextureBuiltData::GetNumMips() can return 1 fewer mip than it should due to a potential clamping issue at the end of FVirtualTextureBuilderDerivedInfo::InitializeFromBuildSettings() where it ...