Subsurface Scattering Checkerboard with SceneColourFormat 3 (High Scalability) leads to a visual artefact when temporal upscaling is in use

UE - Graphics Features - Sep 30, 2024

Primarily visible at very low internal resolutions (25-33%), the SSS checkerboard with an RGB scene colour format (r.SceneColorFormat 3) causes a double-image artefact both internally and on the sil ...

Crash when an empty Anim Composite is attached to a Mesh component of a BP actor in a Level Sequence

UE - Anim - Sequencer - Sep 27, 2024

There is a crash that will occur when an empty Anim composite asset is being referenced in the Mesh component attached to a BP actor within a level sequence. Crash also occurs in Live 5.4.4 - not a ...

Lumen doesn't use correct sky light settings when GI scalability changes from Low to High

UE - Graphics Features - Lumen - Sep 24, 2024

When the Global Illumination scalability settings are changed in the editor from High to Medium, they primarily act on the r.Lumen.DiffuseIndirect.Allow and r.SkyLight.RealTimeReflectionCapture.  No ...

Iris - Ensure in MarkObjectDirty when calling multicast from component owned by bOnlyRelevantToOwner actor

UE - Networking - Iris - Sep 24, 2024

It seems as though the component is in scope for more than one connection, despite its owner only being relevant to one. Enabling Net.Iris.Filtering.ValidateNobSubObjectInScopeWithFilteredOutRootObj ...

Check for sRGB on Normal and Mask samplers instead checks against Greyscale and Alpha samplers

UE - Rendering Architecture - Materials - Sep 24, 2024

In FMaterialInstanceEditor::RefreshOnScreenMessages, there is a check for sRGB on Normal and Mask samplers. The issue is the check uses a TextureCompressionSettings enum cast to EMaterialSamplerTyp ...

Niagara Editor Viewport will crash when rendering opaque materials with Mobile Multi-View and Mobile Vulkan Preview Enabled

UE - Niagara - Sep 18, 2024

The Niagara viewport will crash when rendering opaque sprites if Mobile Multi View and the mobile preview are enabled. Additive materials do no crash, and if the viewport is not set to lit it does ...

Dark square appears in hair in direction of spotlight when shadows disabled

UE - Graphics Features - Sep 18, 2024

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 ...

Iris - Fast Array ItemMap is empty in PostReplicatedAdd

UE - Networking - Iris - Sep 17, 2024

With Iris enabled, the ItemMap is populated correctly only on the next frame, but it is empty during the callback. This differs from the behavior of the current system, where the ItemMap is populat ...

CSM shadow casters falsely culled due to incorrect primitive octree test

UE - Graphics Features - Shadows - Sep 13, 2024

While setting up whole scene shadows, CasterOuterFrustum is used to cull shadow casters from PrimitiveOctree. CasterOuterFrustum doesn't extend far back enough, which means that if an octree node fi ...

Runtime Virtual Texture (RVT) baked mips using Streaming Virtual Texture (SVT) only bakes the base colour

UE - Graphics Features - Sep 13, 2024

Using Streaming Virtual Textures for the lower mips of an RVT using Base Color, Roughness, Normal seemingly leads to both roughness and normal being sampled as 0. This causes a significant shading a ...