Building HLODs for a very large landscape with Virtual Textures enabled results in the built HLODs being very dark for the most part. Building the same large landscape's HLODs with Virtual Textures ...
A licensee wanted to report some missing PSO Precaching they found, which they have fixed locally: 1. UCableComponent doesn't implement CollectPSOPrecacheData or call CheckPSOPrecachingAndBoostPri ...
In Unreal Engine 5.6+, the new shader serialization logic in FShaderMapResourceCode::Serialize does not correctly handle cooked assets that are loaded back into the editor (e.g., from a mounted .pak ...
FOnlineSessionLive::CreateSession creates the session early into the method. Later, the method can fail but the session and is never cleared up (see the various catch statements in the tasks which o ...
The licensee is receiving an ambiguous search warning after recompiling the blueprint of an object involved in a level sequence that is contained in a hidden sublevel (which is then loaded and made ...
If an Unreal Studio project is created on a different drive from where the Engine is installed, CLion is unable to successfully update CMake. The location for where Engine files can be found appears ...
Separating [Link Removed] into Nvidia and AMD tickets.This ticket will house Nvidia information Exported data on 5/14/2019 with following Query:1 Month Time FrameMajorVersion is 4.22.1Callstack Con ...
FNativeClassHeaderGenerator::ExportEnum produces this behavior. If an enum has “MAX” somewhere in the array, it removes last element. I tested my code to fix the issue.// code placeholder bool UE ...
In UE 5.5, when loading a map and selecting "Build – Build Paths", the nav mesh is not generated on any BSP brushes (although it is correctly generated in static meshes). This did not happen in earl ...
In UE 5.5, when loading a map and selecting "Build – Build Paths", the nav mesh is not generated on any BSP brushes (although it is correctly generated in static meshes). This did not happen in earl ...