Depth Passes for Masked Materials using Virtual Textures does not work correctly when it is in front of a Nanite Mesh and a Decal, resulting in black artifacts. Also tested on //UE5/Main, CL: 41024 ...
https://forums.unrealengine.com/t/usd-reimport-changes-referencers-to-transient/2421831 ...
Materials containing a cube array texture sampling node will not compile when hardware ray tracing is enabled. The shader compilation error indicates that an invalid op code was used: "Opcode Sample ...
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 ...
UAnimNotify::Notify not called during USkeletalMeshComponent interaction with UPhysicsControlComponent when PhysicsBlendWeight is zero. The licensee has provided his analysis of the code: If USkelet ...
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 (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 (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 ...
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 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 ...