Using tessellation on Landscapes causes a greater impact in performance than what is expected. In the screenshots provided there is a comparison between tessellation disabled and flat tessellation ...
GeometryCollectionPhysicsProxy::FieldParameterUpdateCallback() not removing invalid Commands, leading to performance issues. The licensee has provided their analysis: We seem to have stumbled acro ...
Description: In Unreal Engine 5.4, when recording camera movements using the Take Recorder with the "Record Sources Into Sub Sequences" option turned off, significant viewport freezing and performan ...
Licensee reports performance issues with ULevelStreaming::GetWorldAssetPackageFName, repeatedly constructing an FName for every sublevel. Should cache this. ...
The Editor experiences performance drops even in the default basic level when left alone running. I experienced them every ~3 seconds. My graph didn't show the drops very clearly so the fps counter ...
A licensee reports that their large map has a 10s cost in the AssetRegistry when resaved. They took a profile and found the cost is mostly in LoadCalculatedDependencies for the map, and most of that ...
There is a discrepancy when inspecting Substrate materials in the Lumen Performance Overview. Compared to viewing non-Substrate materials the overview show all surfaces in red indicating that Lumen ...
I have been seeing a few answerhub threads about very low performance on tessellation with landscape. What is puzzling is that it does not seem to change performance whether low or high tessellatio ...
GenerateVisibileRayTracingMeshCommands Severely Reduces Foliage Performance Even if no RayTracing is Used. Found in 4.23 CL# 8386587 and 4.24 CL# 8748719 ...
In 4.21.1 it is no longer possible to perform a Hot Reload when the game is open in the Editor and using the DebugGame Editor configuration. REGRESSION: Yes. A Hot Reload was possible in 4.20.3 whe ...