A high UWorld::Tick DeltaSeconds (i.e. GameThread hitch) results in a high UNetDriver::TickFlush DeltaSeconds. This DeltaSeconds can high (many seconds) if the hitch is long. This value then affects ...
The Remove-On-Break (ROB) feature, set on Fracture Mode on Geometry Collections (GC), was supposed to make the particle shrink until it vanishes. When the GC goes to sleep the shrinking stops and sh ...
Might relate to issue [Link Removed] - "The Remove-On-Break feature, set on Fracture Mode on Geometry Collections, stops shrinking and shows strange behaviors" The added information on this particu ...
Calling BodyInstance.UpdateBodyScale displays erratic behaviors and does not update the rendering scale. The licensee has reported and presented a repro project that displays the erratic behavior of ...
When a Nanite skeletal mesh has a virtual bone the engine can crash when changing LODs ...
Geometry Collection cluster handles leaking and causing ensures with field systems. The licensee has shared their analysis: We have been tracking down an assert that seems to happen occasionally wh ...
GeometryCollectionPhysicsProxy::FieldParameterUpdateCallback() not removing invalid Commands, leading to performance issues. The licensee has provided their analysis: We seem to have stumbled acro ...
A Skeletal Mesh simulating physics that hits a Geometry Collection Actor with OneWayInteraction true, OneWayInteractionLevel 1, and is using Damage Propagation (default) will be accelerated so fast ...
Expected behavior is that screenshot alpha should be 0 for pixels that did not have anything rendered into them. ...
Regression: Tested in UE5/Release-5.0, the issue did not occur so this is a regression. ...