Path Tracing normal maps reflect light differently than Lit, and do not look accurate. Also observed in //UE/Release-5.6, CL: 45232827 ...
When the user attempts to open the Biome Sample Level with Instanced Stereo enabled, the editor crashes with a fatal error: Fatal error: [File:D:\build\++UE5\Sync\Engine\Source\Runtime\RHI\Private\P ...
When using Virtual Shadow Maps (VSM), widgets placed in world space do not cast any shadows. The same widgets correctly cast shadows when the Shadow Method is set to Shadow Maps instead of VSM. ...
When the camera is outside of a certain distance from a point lights attenuation radius the VSM of that point light stops caching shadow maps. This can also be reflected in the output from the 'r.S ...
When HitLighting is enabled, SBT commit is running on the Graphic Queue, and the pass "LumenSceneLighting->offscreenshadows->LumenDirectLightingHardwareRayTracingRGS" that uses SBT could run on the ...
The following Niagara usage pattern results in either a crash or in incorrect data being read from a Particle Attribute Reader: Emitter Spawn Stage – A module has an Attribute Reader input specifie ...
Orthographic viewport orientations were re-worked as part of the effort to align UE's editing experience with other industry-standard DCC tools. The World Partition view is still using the legacy o ...
Context TOptional<T> is a wrapping struct around a type, that lets the property have an set and unset state, in addition to the property's value when set. It is editor exposed: designers can open b ...
Issue from my Technical Animator where the undo operation in Control Rig doesn't work as expected on Proxy Controls. He has recreated the issue using the "Control Rig Samples Pack" and recorded a vi ...
We’ve run into some unexpected behavior when combining SetGamePause(true) with Level Sequences. When calling SetGamePause(true) while a Level Sequence is playing, the visuals pause correctly, b ...