Building the Engine in Visual Studio will fail due to an unresolved external symbol error if a new global variable is added to CoreGlobals.h and then referenced elsewhere in the Engine code. The bui ...
See UDN Thread: Possibility for reducing loading times for morph targets by moving work to editor/cooker/ddc (whichever is appropriate) Loading times: Our model has ~70k verts and ~900 morphs – O ...
If you look at the static method FilterByFloatRange inside AssetRegistryActor.cpp, you can see that the asset registry filter is set to recursively search paths and classes. It is also set to exclud ...
Performing a hot reload after modifying game code (plugin code is unmodified) does not also reload plugin modules. In the attached project, there are some log messages output when the plugin module ...
The automatic landscape layer assignment that is performed when using "Create Layers From Assigned Materials" just uses the first layer info it finds with the layer's name, which leads to maps refer ...
ATM, ULandscapeHeighfieldCollisionComponent's scene proxy is created all the time, although it's only used for displaying collisions when Collisions mode is on. The scene proxies pre-allocate a very ...
A licensee is seeing performance drops while using the editor due to a custom thumbnail renderer taking a while to generate thumbnails while Real-Time Thumbnail rendering is enabled, and has request ...
Editor performance plummets when moving BSP brushes in a level with several other BSP brushes present. Navmesh regeneration is the main cause as the full bounds for all BSP are used to determine whi ...
When a C++ project is named Test on a Binary version of the editor, the project will fail to compile. I'm assuming this is from the editor seeing a precompiled header from another file in the engine ...
UDN: [Link Removed] Slack: [Link Removed] Then, the return value of TryAddMeshBatch is determined by FBasePassMeshProcessor::Process. When the crash occurs, GetBasePassShaders fails to get the shad ...