An ensure is hit for static raytracing geometry because skeletal mesh assets that had ray tracing disabled were not handled in: FSkeletalMeshSceneProxy::GetStaticRayTracingGeometries The concurrent ...
When a light's Specular Scale is set to 0, the specular still affects hair / groom assets. The specular of other assets (like a shiny static mesh in the scene) is properly affected by the change. ...
Context: PCGComponents on actors contains a category "Instance" that allows the user to connect a PCG Graph of their choosing to the PCGComponent which allows the Procedural Node Graph to sample the ...
Certain placements of landscape splines in world partition levels can cause Nanite landscape proxies to invalidate, and switch back to their non-nanite version. This happens when specific regions of ...
We’ve run into some unexpected behavior when combining SetGamePause(true) with Level Sequences. When calling SetGamePause(true) while a Level Sequence is playing, the visuals pause correctly, b ...
Starting in Unreal Engine 5.6, disabling "r.Lumen.ScreenProbeGather.ScreenTraces.HZBTraversal" can lead to light leaking between adjacent or overlapping meshes. Also tested on Release-5.6, CL: 4523 ...
The morph functionality fails to change when the skinned mesh contains more than one UV channel in a Customizable Object. ...
When calling EncompassesPoint on an ANavMeshBoundsVolume, the method always returns false even if the target point is clearly within the visible volume bounds. This occurs because AVolume::Encompas ...
When using the Anamorphic Squeeze Factor on a camera on AMD RDNA3 and RDNA4 hardware, blocking artefacts may be seen depending on the extent of the blur. The peripheries of the viewport appear to be ...