It is possible to experience an editor crash in 5.5.4 when the cook process generates a warning that references an asset while the editor is saving. It seems that during a save operation, the code t ...
When nanite is enabled on a static mesh, lighting contributions from Sky Atmosphere material nodes are not incident on the static mesh and no longer present in the overall lighting of the scene. Th ...
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 ...
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 ...
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 ...
Materials with "Used With Hair Strands" enabled will cause Skeletal Meshes to draw twice in the Base Pass. ...
Translucent materials do not receive specular highlights and reflections from Ambient Cubemaps set in Post-Process settings. There is a pass"InjectTranslucencyLightingVolumeAmbientCubemap" that sho ...
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? ...
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 ...