When View.Family->EngineShowFlags.CompositeEditorPrimitives is false in the function RenderEditorPrimitivesForDPG. This code picks which version of the batched lines to renderconst FBatchedElements ...
Context UITag and UIActionTag are blueprint-exposed struct classes that derive from GameplayTag. GameplayTag variables can be compared in blueprint with ==. Under the hood, the node maps to UBlue ...
When shadersymbols are requested, cooking shaders writes the symbol files into {Project} /Saved/ShaderSymbols/<PlatformName>. These symbols are written by the function FShaderSymbolExport::Write ...
Adding the after parameter to a node, does not add a dependency like requires does. The documentation indicates that it would be triggered after another node. This was interpretated by the licensee ...
When a project is run with these settings in a template project, untracked virtual memory increases. Cvars r.GBufferFormat 3 r.Lumen.TraceMeshSDFs 1 r.Lumen.TranslucencyReflections.FrontLayer.Enab ...
The BLAS for Skeletal Meshes that don't move, or tick get updated every frame even if the animation and skin cache aren't updated. This adds over 1ms to update time. The only exception is if the sk ...
When r.SSR.Stencil is enabled, the areas with high roughnesss are not discarded and Unlit materials are incorrectly handled. See the linked EPS case (Additional Info URL) for a full explanation of ...
Found in 2.0.0.118621 (R200). It appears that the combination of Feature detection - High and Use mosaic images as feature source during .zfprj LiDAR import - Yes. causes a crash. Outcome: RS ...
Context The blueprint editor allows you to override an actor component's class in derived blueprints (component details panel -> Component Class). [Image Removed] Problem When a blueprint and it ...
Context When selecting a component on an actor, any CallInEditor functions on the component's class appear as buttons in the details panel. Problem The CallInEditor functions don't execute in Blu ...