1. Non-Deterministic LastAuthority Serialization LastAuthority is assigned in USplineComponent::Serialize. Its value depends on the order in which the object and its archetype are serialized, leadi ...
Nanite::BuildShadingCommands() launches two asynchronous tasks: ShadingCommands.SetupTask ShadingCommands.BuildCommandsTask BuildCommandsTask is responsible for modifying ShadingCommands.Commands ...
Reported in SF [Link Removed] In this user’s scene, the lighting in the Cloud Presenter does not match the lighting in the editor viewport. The Cloud scene is notably darker than the editor. The s ...
Offset root node is affected by frame rate and produces jitter in it's motion across various settings and styles. ...
Static Meshes that draw into RVTs and have "Draw In Main Pass" is set to "From Virtual Texture" (ERuntimeVirtualTextureMainPassType::Exclusive) will still draw in Occlusion Queries. This can be tr ...
The two following automation tests found in the "Standard Tests" list hit exceptions & cause the editor to crash:System->Physics->Interface->BodyInstanceShaders->ShaderPreprocessor->BuiltInMacros ...
The issue is that FAnimationSequenceThumbnailScene::SetAnimation calls referesh bone transforms which will trigger notify states present at the midpoint of the animation (as the thumbnail code sets ...
A licensee has reported that they are trying to run a cooked project with r.PSOPrecache.GlobalShaders=2 and running into a crash. They believe the problem is in PrecacheComputePipelineStatesForGlob ...
Context In blueprint, one can bind to a referenced actor’s events by clicking an actor reference variable, and creating an event node through the variable’s detail panel. Under the hood, this adds ...
The LOD switching when the simulation is paused could still be causing problems when the simulation is paused while the LOD indexes are going up because there is no LOD Bias mappings by default. Se ...