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 ...
Lighting on distant meshes flickers when using Lumen and Skylights. Turning Lumen off and lighting from the skylight is stable. Turning off Lumen screen traces also lowers the amount of flickering ...
When Megalights is enabled, light can leak into areas that should be occluded for lights with smallish (5.0) source length and source size. [Image Removed][Image Removed] This was taken with r.Ray ...
When Global Illumination is set to “None” in the project settings the ambient occlusion does not correctly render shadows for moving objects. This has been observed in versions 5.4 and above. ...
The issue is in UInterchangeAssetImportData::ProcessPipelinesCache() The following iteration do not find blueprint pipeline, not sure about python pipeline, it need to be test. TMap<FString, UClas ...
When a material instance with exposed parameters is applied to a landscape; the parameters set to a new value and then reset to back the default value, the landscape does not respect the new default ...
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 ...
Quote from the UDN: This is easily fixed with a conditional in bool FBlueprintEditor::ConvertFunctionIfValid(UK2Node_FunctionEntry* FuncEntryNode) which we've done locally, but should probably be ...
Physics Constraint Component has lost accuracy between Unreal versions 5.2 and 5.4 (and up). When measuring the exact distance between rigid bodies constrained by a Physics Constraint Component, the ...