Scenecapturecomponent not including Niagara effect if custom renderpass is used

UE - Graphics Features - Mar 20, 2025

When using an "FSceneRenderer::CustomRenderPasses", the View never has Distance Field textures assigned. Can it instead reuse the Distance Field clipmap from the main view? ...

Shadow artifacts on translucent objects when using the setting Cast Dynamic Shadows As Masked

UE - Graphics Features - Mar 20, 2025

Flickering shadow artifacts can be seen with translucent mateirals with "Cast Dynamic Shadows As Masked" enabled. Please note that the artifacts disappear when switching from virtual shadow maps to ...

HDR (eye adaptation) visualization has incorrect output when Allow static lighting is disabled

UE - Graphics Features - Mar 19, 2025

Licensees have reported that this issue occurs in UE 5.5 and does not appear to occur in UE 5.4 or with Substrate enabled. ...

Incorrect derivative ops detection when Add node is used with Nanite Pass Switch node in material graph

UE - Graphics Features - Mar 11, 2025

Plugging an Add node which adds a constant value into a Nanite Pass switch node results in derivative ops to be detected where there should be none (which show up as red in the No Derivative Ops deb ...

Invalid DumpGPU capture when ProjectDisplayedTitle contains special utf8 chars

UE - Graphics Features - Mar 7, 2025

Placing a special UTF-8 character into the "ProjectDisplayedTitle" will result in GPU dumps failing to open. This appears to be because the dump will switch between us-ascii and UTF-16 file formats ...

Anisotropic reflections are not visible in all player views during local multiplayer split screen

UE - Graphics Features - Mar 7, 2025

When playing in a split screen local multiplayer game the anisotropic reflections differ between players when looking at the same object. It appears as the anisotropic light scatter is not applied ...

Virtual Texture Data GetNumMips reports one fewer mip than expected

UE - Graphics Features - Feb 27, 2025

FVirtualTextureBuiltData::GetNumMips() can return 1 fewer mip than it should due to a potential clamping issue at the end of FVirtualTextureBuilderDerivedInfo::InitializeFromBuildSettings() where it ...

LastRenderTime does not update when Occlusion Culling is disabled

UE - Graphics Features - Feb 25, 2025

When disabling Occlusion Culling, Components will not have their Last Render Time updated. ...

World Position is incorrect when used to control the opacity mask in a nanite spline mesh

UE - Graphics Features - Feb 20, 2025

When calculating the opacity mask, Nanite spline meshes do not have the correct World Position in the Material. This leads to visual artifacts when the mask relies on the world position. ...

First Person Primitive

UE - Graphics Features - Feb 20, 2025

First Person Scale and First Person Field of View on camera components do not apply to the depth prepass when rendering First Person View meshes, leading to a mismatch between the depth pre-pass and ...