Playing a Guides Groom Cache while Card Mesh LOD (Guide-Based) is active causes an assert in RunHairStrandsInterpolation_Cards when the renderer switches to Card LOD. Assert location:Plugins/Runtim ...
When using the Niagara Mesh Renderer with multiple mesh variants selected via MeshIndex, the number of TLAS instances allocated is NumParticles × NumMeshVariants and enabling the Path Tracer can ca ...
FRegisterComponentContext::Process() in ActorComponent.cpp iterates over SendRenderDynamicDataPrimitives and calls SendRenderDynamicData_Concurrent() on each. The existing guard checks ::IsValid(Pri ...
This issue is fallout from the changes in 33851494. Prior to that, we didn’t get the pop on beginning the sim. The problem appears to be that in USkeletalMeshComponent::PerformBlendPhysicsBones we ...
When loading thumbnails in FLinkerLoad::SerializeThumbnails, the level asset has two thumbnails. The first one has a size of 0, which causes the loading process to abort early. Since the actual thum ...
When continuously transitioning to UMG animations that have a track targeting the same material parameter within the UUserWidget::OnAnimationFinished event, the number of source inputs to UMovieScen ...
When a Curve Atlas Row Parameter node is used with a Texture Sampler connected to the curve time input, the sample type uses derivative ops. This has negative performance implications for Nanite co ...
Description* We are using Interchange's `UInterchangeManager::ImportAssetAsync()` to import GLB files at runtime in a packaged (Shipping) application. The orchestration layer (`ImportInternal` in `In ...
In game sessions when the value for world time becomes large enough we start running into floating point precision issues. These issues can easily be seen in materials which do periodic animation b ...
If both assets have the same schema (StateTreeComponentSchema), but the root tree has the Context Actor class set to Character and the linked asset is using a Context Actor class of Pawn. So the sch ...