WaterBody Actors will cast static shadows in built lighting even if their Cast Shadow options are disabled. ...
When using a modular control rig and baking to a control rig directly from an anim sequence, some parts do not bake correctly. ...
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. ...
Lighting on distant meshes flickers when using Lumen and Skylights. Turning Lumen off and lighting from the skylight is stable. Turning off Lumen screen traces also lowers the amount of flickering ...
In UE versions 5.4 and onwards (as of CL 42589677 in Main), when an Instanced UObject property is defined in an Actor Blueprint, modifying the default value in the Blueprint does not propagate the c ...
The last level of impostors in PCG volumes render incorrectly after updating from 5.3 to 5.4. ...
It looks like the "Server Only" emulation settings are being applied to the client after a travel. When doing a server travel with the TRAVEL_Relative travel type, the NextURL created in AGameModeBa ...
When using a landscape spline with multiple segments, there can be misalignment between spline segments when the tangent length of segments are too short, causing visual seams between meshes that sh ...
Context Lumen is the default global illumination and reflections system. Lumen renders diffuse interreflection with infinite bounces and indirect specular reflections in large, detailed environments ...
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 ...