A licensee reported precision issues with position in the gpu skin cache shaders with 16-bit real types enabled. ...
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 ...
When a light's Specular Scale is set to 0, the specular still affects hair / groom assets. The specular of other assets (like a shiny static mesh in the scene) is properly affected by the change. ...
Translucent particle systems exhibit visual artifacts when the camera moves, even though motion vectors are disabled for the particle emitters. While switching the Translucency Pass to "After Motio ...
A licensee has reached out to us to inform us that the logic for preloading at times fails to account for adaptive virtual textures when the requested mip level is not in the shared AllocatedVirtual ...
A crash occurs when the console command “showflag.rendering 0” is executed. This does not occur in UE5.5, so it is a iassue in UE5.6. ...
Context: Orthographic views are used to have a 2D view of a 3D object providing precise control over object placement and alignment. This can be used for projects like isometric games and architectu ...
Crash in FUniformExpressionSet::FillUniformBuffer trying access deleted UTextureCollection (Experimental in 5.6). The licensee describes their crash, their analysis, and a proposed fix: This crash ...
Some licensees have reported seeing intermittent corruption of runtime virtual texture tiles. This hasn't been reproduced at Epic. Usually this shows up as some small percentage of rendered tiles l ...
Intermittent crash in virtual texture transcode. Usually mempy from nullptr but also occasionally we see the same callstack with memcpy to random location. ...