A material on a landscape with WPO will cause major ghosting, even if that WPO is a dynamic {0,0,0} ,such as from a black texture. ...
Some pixels at the edge between cascaded shadow maps and distance field shadows can be skipped by both, leading to unshadowed pixels. Licensee reports the bug happening in 5.3 as well. Test project ...
Level Sequences can mark the level they are in as modified without modifying them, as well as get themselves into a state where they modified themselves when saved. ...
This only happens on a 5700XT, tested this on the 7900XT and the issue did not occur Initially reported on the Preview 1 forums: https://forums.unrealengine.com/t/unreal-engine-5-4-preview/1763516 ...
Using a shared base material with both a Volume and Mesh renderer causes the emitter to render as a glowing box at the scale of the bounding box. ...
In the repro project the player camera has a post process material that slightly darkens the frame by subtracting 0.01 from the final color. When a camera animation based on a camera sequence is pla ...
In the Subobject Data Subsystem, CanPasteSubobjects is BlueprintCallable, but the call to PasteSubobjects is not. Given CanCopySubobjects and CopySubobjects are both BlueprintCallable, the ability t ...
When a nanite mesh moves, the shadow does not. ...
If you add Static Mesh (cube) in this Level Sequence and click on it in Sequencer, you can observe the Spline Path that the cube is following is changing its shape when keys in Sequencer are zoomed ...