The log output in ValidateStaticUniformBuffer, lists hashes that do not correspond to the actual shader name which makes it difficult to track down problem shaders. The current log output code is ...
The navigation system has errors in the log for agents still being mapped to navigation data in CleanUp. This appears to stem from agent step height being recalculated in ARecastNavMesh::SetConfig i ...
GetNeverCookPackageFileNames among other things adds every external actor package to NeverCookPackageList, even if they are not referenced by the rest of the cook. Since it stores the packages in th ...
If Nanite data becomes corrupt in the DDC, the Editor may crash in FStreamingManager::InstallReadyPages() when the Pending.State is FPendingPage::EState::DDC_Ready but the resulting SrcPtr is null b ...
FCableSceneProxy::BuildCableMesh in CableComponent.cpp:233 showed up as a hot spot in profiling because the two TArray allocators in SetDynamicData_RenderThread used by BuildCableMesh are created an ...
When a groom is allowed to simulate, only the strand representation computes correct world normals for the new hair strand positions. This is especially noticeable when the groom is inverted as grav ...
When you change a section of a Multi-Convex Collision to Slyph and then Select the other sections, Engine will crash.Shift-selecting deleted convex in physics assets causes crash(From PhAT) Tried to ...
I found with a high density of foliage instances, you're able to erase some of them even when Erase Density is set to 1.0 ...
Trying to set the screen percentage does not work when in VR mode. A user used an execute console command to run r.screenPercentage and it worked as expected until the user press Alt+Enter to engage ...