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 ...
When MovementMode is set to PHYS_Flying, the character may unexpectedly step down by MaxStepHeight when colliding with a wall near a ceiling. This occurs because UCharacterMovementComponent::StepUp ...
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 ...
When a client sends a request with no passphrase to Unreal Remote Control's "/remote/batch" endpoint, and the plugin is configured to not perform passphrase verification, the Editor will crash as so ...
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 ...
Starting in Unreal Engine 5.4, StaticDuplicateObject internally switched to using Unversioned Property Serialization (UPS) for performance reasons. However, UPS assumes the source and destination ob ...