HZB Occlusion causes large stalls (greater than 5ms seen) on the render thread due to an RHI flush. This is caused by the following code in FDynamicRHI::RHIMapStagingSurface_RenderThread which force ...
Shaders that compare custom depth and pixel depth get wrong output values because the ranges are different. This error is most noticeable over large distances. The difference in ranges is due to t ...
When DirectoriesToAlwaysCook is placed in a platform-specific configuration file, the cook process does not read that entry when cooking content for that platform. The editor is aware of the platfo ...
GeometryCollectionPhysicsProxy::FieldParameterUpdateCallback() not removing invalid Commands, leading to performance issues. The licensee has provided their analysis: We seem to have stumbled acro ...
The incorrect resolution is used on computers with 4k monitors that use DPI scaling (default 150%) because the default for UE projects is bAllowHighDPIInGameMode=False which results in SetProcessDp ...
Having a LevelSequence opened and unhiding a sublevel can break the attachment hierarchy of the actors that are inside the sublevel. This also affects to the sublevel asset itself. ...
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 ...
When in PIE changing Actor Coloration view modes from the viewport visualisation mode [Liit] -> [Actor Coloration] -> ... Does not update correctly when switching view mode and sometimes isn't corr ...
When a game is compiled with ray tracing disabled (D3D12_RHI_RAYTRACING=0) and the GPU the game is running on becomes low on VRAM, frame time is negatively impacted and doesn't recover. The D3D12_RH ...