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 ...
Weird wobbling rendering artifact are generated on the surface of the Mesh located far from the origin. ...
Crash seems inconsistent, doesn't seem to happen every time. You may have to change the variables and re-compile through the editor a few times to get it to trigger. The crash did occur for me when ...
Loading a blueprint that uses the GetOptions meta data causes an ensure ...
In the case of "Reimport Base Mesh + LODs", there is no crash. ...
While going through a GPU pass, film setting in post processing isn't working as expected. This does not seem to be GPU specific The displays should resemble the images in the documentation - PPE ...
THere is a crash that occurs when opening a project after the Occlusion Culling and DBuffer decals option are unchecked. There are times where the Unreal Crash reporter catches the crash and display ...
The visibility of the Text depends on the "+Create Binding" being added or not added. Now, If we go into our Widget Blueprint Designer > over in the Details panel under Content > Select "Bind" and ' ...
Editor will crash if a foliage type has Enable Scaling Density checked and user changes Engine Scalability Setting for Foliage during Runtime. Alternatively, if Foliage Quality is changed using a B ...
Hello, A licensee has reported us a crash in DebugCameraController / DebugCameraHUD. It is due to a missing check in ADebugCameraHUD::PostRender() of SelectedActor set in ADebugCameraController ...