EA Motive has pointed out a potential bug they found related task graph synchronization and when compiling compute PSOs: [Link Removed]. From the screenshot they sent over, it seems that a task grap ...
When a groom is allowed to simulate, only the strand representation computes correct world normals for the new hair strand positions. This is especially noticeable when the groom is inverted as grav ...
When adding a Uniform Buffer Struct that has one 4x4 matrix to a mesh pass, validation will fail, due to a Uniform Buffer Struct mismatch. This can be reproduced by adding a mesh pass in project-si ...
FRHIMemoryPool will leak data when it is destroyed. "FRHIMemoryPool::Init()" will create "FRHIMemoryPool::DesiredAllocationPoolSize" new "FRHIPoolAllocationData" objects, stored in "FRHIMemoryPool: ...
FCableSceneProxy::BuildCableMesh in CableComponent.cpp:233 showed up as a hot spot in profiling because the two TArray allocators in SetDynamicData_RenderThread used by BuildCableMesh are created an ...
When Vertex Animated Texture is used to animate a mesh with World Position Offset, often the Max World Position Offset Displacement Material setting must be increased or the Bounds Scale increased, ...
This occurs when the pawn is initially replicated using the huge object path when first connecting to a server. Destroying and restarting the client's pawn works as expected. After connecting, the c ...
From licensee:Editor Grid priorities setting will get overruled in code giving the user false feeling of control – smaller grid cells can load before larger grid cells on the same layer even if the ...
When the engine is running in the background, the following ensure may be hit in NetworkPredictionService_Interpolate.inl: npEnsure(ToFrame == INDEX_NONE || LocalFrame - ToFrame < Frames.Buffer.Cap ...
Previously, all Unreal Types generated by python scripts would be created inside package "/Engine/PythonTypes". This was changed by [CL 32478991 in ue5-main branch], which meant to "remove the restr ...