Excessive RVT page updates with Nanite and ClearCoat or Cloth shading model applied

UE - Rendering Architecture - Mar 31, 2025

There is an excessive number of page updates when a Nanite landscape has a runtime virtual texture material applied to it with a shading model set to ClearCoat or Cloth (instead of Default Lit). The ...

ChaosCacheManager is not recording the Observed GeometryCollections NotifyBreak states between level loading and will default to false if changed from Record to Play

UE - Simulation - Physics - Mar 28, 2025

ChaosCacheManager (CCM) is not recording the Observed GeometryCollections (GC) NotifyBreak states between level loading and will default to false if changed from Record to Play. AChaosCacheManager ...

ChaosCacheManager is not reproducing Collision Events the second time you Record and Play

UE - Simulation - Physics - Mar 28, 2025

ChaosCacheManager (CCM) is not reproducing Collision events the second time (and onwards) we record a Geometry Collection (GC) breaking session. Particles set to track Collision Events correctly fol ...

ChaosCacheManager is not reproducing Trailing Events

UE - Simulation - Physics - Mar 28, 2025

ChaosCacheManager (CCM) is not reproducing Trailing Events. Particles set to track Trailing Events correctly follow the position of the trailing event when the Geometry Collection (GC) is physically ...

Sequence with Override Instance Data enabled and a SubShot will accumulate the TransformOrigin Location wrongly and overshoot the expected end position

UE - Anim - Sequencer - Mar 28, 2025

A Sequence with Override Instance Data enabled and a SubShot will accumulate the TransformOrigin Location wrongly and overshoot the expected end position. The licensee has encountered a particular s ...

Light function does not work with volumetric fog when not compatible with light atlas

UE - Graphics Features - Mar 28, 2025

Light functions do not work as intended with volumetric fog when using clamped mask textures which are not compatible with the light function atlas. In light functions materials, when using any UV ...

Skeleton mesh with hair strands material will lead to unnecessary draw call submissions

UE - Graphics Features - Mar 27, 2025

Materials with "Used With Hair Strands" enabled will cause Skeletal Meshes to draw twice in the Base Pass. ...

Material Layers Relink Button Missing

UE - Rendering Architecture - Materials - Mar 26, 2025

The Relink button is missing (as are the Save Sibling and Save Child buttons) on Material Instances that use Material Attributes Layers in 5.5. ...

Some features have not yet been supported when using AmbientCubemap as IBL

UE - Graphics Features - Mar 26, 2025

Translucent materials do not receive specular highlights and reflections from Ambient Cubemaps set in Post-Process settings. There is a pass"InjectTranslucencyLightingVolumeAmbientCubemap" that sho ...

Scenecapturecomponent not including Niagara effect if custom renderpass is used

UE - Graphics Features - Mar 20, 2025

When using an "FSceneRenderer::CustomRenderPasses", the View never has Distance Field textures assigned. Can it instead reuse the Distance Field clipmap from the main view? ...