Licensee reports missing memory tracking for LLM on iOS: In Engine/Source/Runtime/Core/Private/HAL/MallocBinned.cpp in SmallOSAlloc, there is a compiler define for IOS and within it there is an LLM ...
Non-clustered geometry collections applied RemoveAllAnchors are not put into FPBDRigidsSOAs::DynamicGeometryCollectionArray, so acceleration is not reset every tick and they fall super fast. The fol ...
Because the component's subobjects are replicated before the component, the content block for the subobject is received before the component has been created on the client. Since this subobject is c ...
Physics Constraint doesn't hold if one Component is used for constraint User Description: Hello, I recently updated the project from 4.7.6 to 4.8.2 and the physics constraint don't seem to work an ...
If the user clicks on the spin box that has an On Mouse Leave event and then drags the mouse around the leave event will fire off as if the mouse position is still being updated to the screen (the m ...
Adding a CanvasRenderTarget2D* UPROPERTY to a class and setting it using CreateCanvasRenderTarget2D will cause the Editor to crash on load. CRASHREPORT: [Link Removed] UDN: This was also reported ...
BoneList and BoneFilterActionOption in LOD0 of LODSettings are filters by the following code. void FSkeletalMeshLODSettingsDetails::CustomizeDetails(IDetailLayoutBuilder& LayoutBuilder) { ... st ...
When using a layered material that writes to a runtime virtual texture. Sometimes when modifying a layer parameter in the material instance editor. The cached material data in the runtime virtual ...
Edit: Please investigate for not only root component changes, but native component hierarchy changes in general and whether those hierarchy changes apply to actor instances saved as part of maps. O ...
In past compatibility detection in FWorldPartitionClassDescRegistry::PrefetchClassDescs, as AssetRegistry.TryGetAssetPackageData returns UE::AssetRegistry::EExists::Unknown in standalone games, so t ...