The engine crashes when the r.MaterialQualityLevel is changed in a cooked game that uses the FastGeo Streaming Plugin. The crash doesn't repro with the same steps in Editor, just in a cooked build. ...
It's possible for there to be multiple instances of the same sequence in the evaluation states cache if the same sequence is used in multiple sub-sections. Caches are never removed from the evaluat ...
When DirectoriesToAlwaysCook is placed in a platform-specific configuration file, the cook process does not read that entry when cooking content for that platform. The editor is aware of the platfo ...
The crash happens when SetState is called inside the function bound to OutputAnimationPose’s OnUpdate in the animation state. This way of using Set State node is the same as shown in the official do ...
The licensee's VFX team has been struggling with getting their Niagara systems with translucent materials to fit into the environments they are being used in. In a project with default settings, the ...
See attached zip for repro project. Slack here: [Link Removed] and here: [Link Removed] ...
The issue occurs when both instances have a significant difference between their last sent and last ack'd sequence number, as they will begin waiting for the sequence history to be flushed for a pac ...
When animating the split fraction of a splitscreen experience, TSR causes an significant increase in UAV memory. In PIX, this appears to be caused by TSR allocating the history multiple times when ...
Subgraphs do not seem to be evaluating properly with Quick Render. Message from the EPS: "While testing out Quick Render, I've found that subgraph nodes are not being evaluated. Digging into it dee ...
When a level sequence actor has camera's marked for preroll in it and information is gathered for a camera cuts location to send to the streaming manager, it does not take into account the Transform ...