From 5.6 onwards, Skylight Leaking is much stronger in reflections than in the world. Also tested on //UE5/Release-5.6, CL 45232827 ...
When a property is created in this way, a local variable with a Private flag is generated. Since such a variable is generally not desirable, it would be better to remove the Private flag upon pastin ...
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 ...
Context: Landscape patches are components that can be attached to meshes to affect the landscape as the mesh is repositioned. Problem: The problem is that when using "Texture Backed Render Target" ...
Other engine features requiring HZB data (such as per-instance GPU LOD selection occlusion culling or light grid culling) are also impacted regardless of whether r.HZBOcclusion is enabled. ...
When the first checkpoint is recorded, the correct array properties will be captured in the LifetimeChangelist. When these array items are later removed and another property on the actor is changed, ...
If "bDoFastBuild" is enabled on a Static Mesh asset, in-editor it will never be able to have Nanite data built for it, preventing the Static Mesh from using Nanite. There is no way to fix this issu ...
Someone on the forums is reporting a possible bug with Pathtracer and any material that adjusts normals to complement world position changes. See pic attached. Reporting forum thread:https://foru ...
Substrate Materials cannot be baked when Meshes are merged using the "Simplify" method. All textures except for the normal are reduced to a single black parameter. The normal texture produced does n ...