The user comment on the Salesforce issue " This is a regression from the behaviour in 5.3.X, and I've reproduced it in 5.4.0, 5.4.1, and 5.4.2. The specific issue/change that caused this regression ...
FCableSceneProxy::BuildCableMesh in CableComponent.cpp:233 showed up as a hot spot in profiling because the two TArray allocators in SetDynamicData_RenderThread used by BuildCableMesh are created an ...
Using indirect lighting from bounce cards that are set to Actor Hidden in Game no longer generate indirect lighting for the scene. This is a regression of 4.11.2 where this worked but is no longer ...
Effects Quality settings within the device profiles, or even set in the .ini file seem to be ignored. Even when you're calling sg.effectsquality in the console command, it's ignored. The only way I ...
If a struct has a variable set to a class type, then the object of that class type is moved to a new folder in the editor, the struct will replace the class type with "class", which causes the edito ...
Standalone is crashing when a map containing a sub level that has an actor containing a child actor component is streamed in, or if the level is set to be always loaded. To be clear, this is not c ...
Hello, A licensee has reported us a crash in DebugCameraController / DebugCameraHUD. It is due to a missing check in ADebugCameraHUD::PostRender() of SelectedActor set in ADebugCameraController ...
Certain Map container calls (e.g. Find, Add) will fail to compile at packaging time if a Blueprint class containing a Map variable with a user-defined enumeration as the key type is nativized. This ...
"This ensure is intended to catch regressions where rendering programmers add a loose parameter to LocalVertexFactory, breaking dynamic instancing on regular static meshes. InstancedStaticMeshes c ...
Blueprint timelines: when converting an internal curve to an external curve asset, the curve asset's data isn't used until the blueprint is recompiled. This is confusing as there is no indication th ...