Mesh Terrain recreates the visible section actors when edits are made, and those sections in the editor don't correspond to the ones at runtime, which breaks the ComponentId that the foliage system ...
Context UEnhancedPlayerInput::EvaluateInputComponentDelegates iterates the delegates that triggered this tick. For each one it resolves the action's state via FindActionInstanceData(DelegateAction) ...
When a view extension uses ReturnUntouchedSceneColorForPostProcessing and uses split screen, the final view is incorrect (clipped) because ReturnUntouchedSceneColorForPostProcessing doesn't take int ...
Working with a big USDStageActor is complicated due to visibility management. We are importing "simple" environments from usd files through the USDStageActor. However, when the artist wants to hide ...
A race condition exists in GetFunctionSig_Write() and other places where FNiagaraFunctionSignature is lazily initialized because multiple worker threads can progress past if (!Sig.IsValid()) and st ...
POST LINK: https://forums.unrealengine.com/t/tmap-where-key-is-an-fstring-initializer-list-will-accept-bad-maketuple/2747443 POST BODY:Summary A TMap where the key is an FString can be created lik ...
The issue is caused by the way that we calculate the leader sample's Time vs the follower sample’s Time and how that calculation switches on the frame when a follower sample becomes a lead sample. ...
The following error is shown when attempting to use the Texture Size of a Texture Collection texture object: Texture size only available for Texture2D, TextureVirtual, Texture2DArray, VolumeTexture ...
FMaterialCachedExpressionData::UpdateForExpressions iterates on all expressions, even for those that are not enabled in a material instance or not even connected to output. This will enable features ...
TextureCollectionParameters in a material assigned to a Post Process Overlay are not overridden by a MID because CopyInterpParameters in Engine\Source\Runtime\Engine\Private\Materials\MaterialInsta ...