We are using Mutable and right now we can't overwrite already baked SK instances. This occurs when, we have a set variation for a character and we address a feedback on one of the used skeletal mesh ...
A typo in a conditional compilation macro in NaniteRasterizer.usf causes code controlling distant tessellation reduction to never be included in final shader code. This means that the low tessellati ...
Content is Missing from Cook warnings are warnings reported at the end of cook phase of a project's data build. They report that data used by a cooked package will not be available at runtime. This ...
An ensure is hit for static raytracing geometry because skeletal mesh assets that had ray tracing disabled were not handled in: FSkeletalMeshSceneProxy::GetStaticRayTracingGeometries The concurrent ...
It seems the FEditorShaderCodeArchive.LoadExistingShaderCodeLibrary missed some functions, use FEditorShaderCodeArchive.AddShaderCodeLibraryFromDirectory instead could fix the issue. ...
When "r.CreateShadersOnLoad" is enabled, cooking will crash due to failure to create a shader. This occurs on //UE5/Release-5.5, CL: 41545209 and //UE5/Release-5.6, CL: 45232827 ...
Skeletal meshes with disabled mesh sections will flicker in the Hardware Ray Tracing Scene. Also tested on //UE/Release-5.6, CL:45232827 ...
Certain placements of landscape splines in world partition levels can cause Nanite landscape proxies to invalidate, and switch back to their non-nanite version. This happens when specific regions of ...
Crash when binding to new components that have spaces in their name and you attempt to access their bindings. ...
The NatVis visualizer allows many custom Unreal types to be displayed in a helpful manner inside the Visual Studio watch window. One such type is TSparseArray. Under normal circumstances, visualizin ...