There is an issue occurring where Foliage does not appear in capture target when using "Always Persist Rendering State" when the foliage count is over 1.5k. The issue does not occur when the foliage ...
There is an issue where Vector Parameter Values do not show values with material instances. There is a workaround to get the parameter to appear as intended but setting the specific parameters using ...
There is an issue occurring where Objects with Translucent Blend Mode Material Aren't Affected by Refraction. This affects any translucent material regardless of the translucent materials settings. ...
There is an issue occurring where when updating an animation of a child actor by setting the Child actor class, the animation will flash the skeleton in a T-Pose before continuing with the animation ...
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 ...
The stems from a really old change (CL 2948683) to fix [Link Removed]. Compiling ObjectA will call RefreshExternalBlueprintDependencyNodes on its dependent BP, ObjectB_ReferencesA, which reconstru ...
Another thread: https://answers.unrealengine.com/questions/241358/amd-cpu-very-low-performance-because-ixaudio2sourc.html Note: This not a regression and has existed since our first implementation ...