Volume material doesn't support EyeAdaptation node

UE - Niagara - Rendering - Sep 2, 2024

PrimitiveSceneProxy CreateSceneProxy override not working in 5.4

UE - Rendering Architecture - Aug 30, 2024

Overriding CreateSceneProxy function from PrimitiveSceneProxy for a custom class no longer renders in 5.4 even though the same code is working in 5.3. ...

Foliage rendering issues when using both Density Scaling and MaxWorldPositionOffsetDisplacement

UE - World Creation - Worldbuilding Tools - Foliage - Aug 29, 2024

When a material with WPO effects and MaxWorldPositionOffsetDisplacement is applied to a foliage mesh, foliage applied to a map will no longer work as expected with density scaling, especially after ...

Message to rebuild lights does not display after static mesh position has changed

UE - Graphics Features - Aug 28, 2024

In a static lighting environment, moving static objects no longer marks the built lighting as invalid. This prevents the on-screen warning from appearing. Regression introduced in CL: 25964466 on / ...

Does FSlateElementBatcher::AddCachedElements need to check if r.HDR.UI.CompositeMode is enabled?

UE - Editor - UI Systems - Aug 28, 2024

When a specific configuration of HDR cvars are set, PIE in a New Editor Window will not render the game world. Settings (For DefaultEngine.ini): ```[SystemSettings] r.AllowHDR=1 r.HDR.Display.Color ...

Regression: "Object Position" node in Light Function materials did not compile up to UE 5.0. Starting with 5.1, it compiles but outputs garbage values

UE - Rendering Architecture - Materials - Aug 26, 2024

Up to UE 5.0, when the "Object Position" node is used in the Material Editor as part of a material with Light Function domain, attempting to compile the material results in the following error: "[SM ...

The Sorting Issue Between Height Fog and Transparent Objects

UE - Graphics Features - Aug 21, 2024

When a LocalFogVolume is used with ExponentialHeightFog, it does not correctly fog translucent objects. ExponentialHeightFog and Volumetric Fog from a LocalFogVolume both correctly occlude transluc ...

A sampling result of DistanceFieldAOHistory is shifted to a wrong position.

UE - Graphics Features - Aug 21, 2024

DistanceFieldAOHistory introduces ghosting at low scalability and low screen percentages. This can lead to AO artifacts and a ghosting effect from the character. This issue was also observed on //U ...

Biquad Filter is incorrect when bandpass is 1.0

UE - Audio - Signal Processing - Aug 20, 2024

The bandwidth on the biquad loepass filter is cutting frequencies well below 20kHz when the bandwidth is 1.0. Slack convo: [Link Removed] Visualization:[Image Removed] ...