Any Slate widget that triggers the Slate post-process blur (e.g., a UBackgroundBlur with non-zero strength) hits a fatal D3D12 CreateGraphicsPipelineState failure on first render. The fatal is funne ...
Hello, We've encountered a crash in UWidgetAnimation::CreateDirectorInstance when repeatedly switching resolutions. We've had it for a while but it's not until recently that we've found a consisten ...
Context Instanced Actors can be moved by unchecking Lock Instance Locations on an IAM, and double-clicking into the actor → comp → instance to select an instance. Problem Moving an IA via the giz ...
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 ...
Per customer case: [25102237 | Case | Salesforce|https://epicgames.lightning.force.com/lightning/r/Case/500QP00001V41PqYAJ/view] Audio that uses an Attenuation to set Spatialized Audio (just positi ...
Implement a commandlet that renders (with `-AllowCommandletRendering`) and frequently calls `CommandletHelpers::TickEngine()`.Have the commandlet load a map containing a world-partitioned landscape. T ...
When importing custom UCX collision meshes from FBX files into Unreal Engine, certain geometry profiles fail to generate correctly if the option "One Convex Hull Per UCX" is unchecked. The engine's ...