Lightmass CalculatePointShadowing regression in UE5.6

UE - Graphics Features - Oct 14, 2025

There is a regression or change in the Build Lighting process when using Lightmass in Unreal Engine 5.6:When building lighting with Lightmass calling the CalculatePointShadowing function, the result ...

Skylight Leaking Tint in Reflection

UE - Graphics Features - Oct 10, 2025

From 5.6 onwards, Skylight Leaking is much stronger in reflections than in the world. Also tested on //UE5/Release-5.6, CL 45232827 ...

Local Exposure can cause large variations in PreExposure under certain conditions

UE - Graphics Features - Sep 16, 2025

PreExposure is influenced by LocalExposure in PostProcessEyeAdaptation.cpp:1265. It appears when the scene is particularly dark and using manual exposure, the LastAverageLocalExposure can read a lar ...

Custom fallback mesh LODs for Nanite-enabled meshes not working

UE - Graphics Features - Sep 15, 2025

Creating a custom fallback mesh with LOD for Nanite-enabled meshes with multiple materials, results in mesh LODs with errors. As the number of material sections (material slots) decreases with coars ...

Downsampled SceneColour textures are not invalidated after ComposeToNewSceneColor when TSR is enabled leading to AfterMotionBlur materials not rendering bloom

UE - Graphics Features - Sep 11, 2025

When an emissive AfterMotionBlur material is used with TSR, Bloom is not applied to the material. The cause for this appears to be that AfterMotionBlur materials are composed to a separate texture ...

SkyLight Leaking does not affect reflections when the SkyLight is static but static lighting is disallowed

UE - Graphics Features - Sep 10, 2025

Reflections do not receive SkyLight leakage contribution from a static SkyLight when static lighting is disallowed. This is caused by the function UpdateSkyIrradianceGpuBuffer checking if the SkyLig ...

Modifying the view size can cause TSR history to allocate large amount of memory

UE - Graphics Features - Sep 4, 2025

When animating the split fraction of a splitscreen experience, TSR causes an significant increase in UAV memory. In PIX, this appears to be caused by TSR allocating the history multiple times when ...

Rect Light not rendered correctly when using Virtual Texture as source texture

UE - Graphics Features - Aug 14, 2025

Licensees have reported that this issue occurs when rendering from the command line: Rectangular lights with virtual textures do not render when you run the "Render (Remote)" button in the Editor, a ...