The leaking variable is UInstancedStaticMeshComponent::InstanceDataBuffers. The memory block is passed to InitPerInstanceRenderData() via InstanceDataBuffers.Release(). But the function doesn't mana ...
When a project is first created following the Setting up UE4 to work with SteamVR docs, the Vive camera works correctly and will display at the correct height. However, if at any point during develo ...
The GPU may time out in NaniteSplit when drawing VSM shadows for Nanite Tessellated landscape with in a scene with several local shadowed point lights. The issue doesn't reproduce in 5.6, likely to ...
When attempting to run SunTemple with r.Mobile.SupportGPUScene enabled on some Mali GPUs, the project renders with what looks like pieces of the geometry stretching across the level and bending out ...
The expected behavior is when searching for a gameplay tag value in the blueprint details panel, you will find the matching gameplay tag you are searching for. The actual behavior is when searching ...
Apex cloth material assigned to multiple material elements will not render correctly in Persona or when PIE/Simulate in the editor. Any material element other than element 0 will be masked/invisible ...
From licensee: Foliage instances are not drawn correctly/the wrong LOD is selected while painting in FoliageMode. This is more apparent when setting InstanceSettings>CullDistance>Max to a value != ...
Build: 4.2.1-2101290 Description: Currently, precomputed visibility volumes do not seem to alter occluded primitives, nor do they show visibility cells when r.ShowPrecomputedVisibilityCells 1 is en ...
When trying to build the entire engine solution or UnrealCEFSubProcess directly, Visual Studio 2013 is required to be installed for UnrealCEFSubProcess to complete successfully. There is also an err ...
Planar Reflection actor does not reflect the intensity change of the SkyLight. In attached images, the Intensity of the SkyLight is set to 2. The darker area on the right is affected by the Plana ...