From UDN : we are spawning a number of characters at the same time during the game, and seeing a major framerate hitch when we do so. After the characters have been spawned, we use SetSkinnedAssetA ...
Calling PlayQuantized on an asset set to Force Inline crashes editor:Assertion failed: SoundWaveDataPtr->GetLoadingBehavior() != ESoundWaveLoadingBehavior::ForceInline [File:D:\SMoyls_UE5_Release-5. ...
This is a common crash that has occurred since at least the 4.10 release, although there seems to be a gap where it may not have occurred through the 4.12-4.14 releases, but returned with 4.15. Use ...
When using a project that has a blueprint in a level when the project is created, there is an issue that is occurring when you modify the compile settings and attempt to save the level There is an e ...
A user has reported on salesforce that their RVT material is returning black. After following the publicly available Epic Quick Start guide online I encountered the same issue. The ticket was repor ...
When you set bShowMouseCursor to false in a Standalone or packaged game while Default Viewport Mouse Lock Mode is set to either Always Lock or Lock on Capture, the cursor will become locked in place ...
Trying to use UAT to build a plugin that has CanBeUsedWithUnrealHeaderTool set to true will fail due to a null reference exception (log from Main CL 4666322 attached). This happens because the plugi ...
Errors in the log: * Undefined symbols for architecture arm64: * "___isPlatformVersionAtLeast", referenced from: * FMetalResourceHeap::CreateBuffer(unsigned int, unsigned int, unsigned int, mtlpp ...
ProxyLOD::FQuadricMeshSimplifier::OutputMesh may remove duped verts. The input vertex buffer was resized by numVerts from FQuadricMeshSimplifier before calling OutputMesh. So these behaviors genera ...
It appears that MRQ does not actually add the pass that updates the Water Info Texture in the WaterZone actor. If the Skylight is set to "SLS Captured Scene" and does not capture every frame, then t ...