IsStreamingCompleted returns true while standalone level instances are still fully loading. ...
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 ...
Assets added to a PSD via a Branch In notify can't have their flags changed within the database. When the flags (like mirror, disable, etc) are changed, they revert back to the original value when ...
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. ...
The show flag for ZoneGraph lives in the ZoneGraphEditor module, but it is used for debugging at runtime by the main ZoneGraph module. There are protections around the type of build and some for EDI ...
When a "Water Body Ocean" is added to a Scene with a Landscape, eleven Render Targets are allocated for the water rendering. These Render Targets are sized according to the resolution of the Landsca ...
From licensee: We are using the legacy HLOD system in our game. With 5.5 there was a change to FSceneProxyBase::DrawStaticElementsInternal() where the implementation was removed (https://github.com ...
If you have Render All Cameras enabled in MRQ and are rendering a multilayer exr from a sequence that has multiple cameras edited in the camera cuts track the frames where a camera is not active in ...