The order of passes related to Decal rendering (without the DBuffer) and CustomDepth is changed by the CVar "r.Lumen.AsyncCompute", even when Lumen is not enabled. This causes Decal Materials that ...
It is possible to get in a rare situation where PCG uses all Background workers while also having all its workers waiting on the FPCGLandscapeCacheEntry DataLock critical section. Since loading of ...
Niagara particle sprites with a Translucent Material are glowing in a completely dark area. This issue is also observed with the deprecated Cascade particles. Particle brightness is also dependent ...
A dark square appears in the direction of a spotlight on hair when the spotlight has no shadow. [Image Removed] In UE 5.4 the dark square is visible when the spotlight has no shadow, and a light s ...
I think it's caused by the wrap size doesn't change when the UMG Design Window zooms. ...
After using the Begin Scan, the application does not show anything with the camera, though it should be noted that you can still find, select planes and then place the model on it. For now the bug w ...
Per-Object shadows cast by a stationary point light do not appear in the correct place on movable geometry. ...
I've also attached an FBX of the same mesh for reference. [Link Removed] [Image Removed] ...
When we record a Take from a level actor, a warning about referencing the same Guid inside LazyObjectPtr.h appears. The functionality of the LevelSequence works as expeced, but when the initial tak ...
A forum user reported an issue where object geometry occlusion would be missing when Ray Traced shadows were enabled. I was able to reproduce the issue internally where occlusion seems to be missing ...