When renaming actors during PIE the actor generates a new, non memory/temporary, actor package underneath the PIE world- this is then causing checks in EnumerateMemoryAssetsHelper (in AssetRegistry. ...
This behavior is inconsistent with the behavior of non-nanite meshes, which receive light and cast shadows only from lights in the same lighting channel. [Image Removed] ...
We have various casts across the engine on the scene, which fail to cast when the scene is a null scene. FScene* Scene = (FScene*)(World->Scene); Scene->UpdateEarlyZPassMode(); We shoul ...
The gameplay cue may work fine the first time. If this is the case, then relaunch the editor. It should then be broken, as the tag is no longer loaded after its creation. ...
From Licensee: Catching the exception with debugger allowed us to find a list of materials on the hlod mesh on which the error occured and we were then able to link it to one of our meshes causing ...
This looks to be an issue with shadows in Lumen Direct Lighting, and might be coming from the "Batched lights" pass. ...
[Image Removed] ...
Potentially related to [Link Removed], but distinct. ...