After mesh painting on a BP Static Mesh Actor, and "Apply instance changes to Blueprint" the added virtual texture is removed with the log:LogTexture: Display: Building texture TwoD: /Game/FirstPers ...
The FWidgetAnimationState::OnStopped delegate is getting created when the widget anim state is being destroyed and then queued to be executed later. Something is happening between the queue and the ...
A customer reported that -renderoffscreen leaks when running with an uncapped frame rate ...
The ListStreamingTextures command causes a crash in FRenderAssetStreamingManager::HandleListStreamingRenderAssetsCommand when there is a virtual texture that uses crashes when encountering one of t ...
When using Substrate in Blendable GBuffer mode, a material with the single layer water BSDF node produces a shader compiler error : MaterialEditorStats: Error: [SM6] Shader debug info dumped to: "\ ...
When using the r.Shadow.Virtual.NonNanite.IncludeInCoarsePages=0 to optimize VSM performance there are errors in how the VSM is invalidated when actors are destroyed with non-Nanite meshes. The curr ...
The Editor crashes when applying a Material with a Distance Cull Fade node to a Decal Actor. Fatal error: [Link Removed] [Line: 730] Missing uniform buffer at slot 2, stage SF_Pixel. Please check ...
When iterating through the struct’s properties to check if the values have remained the same, it seems as though the SectionIdToPlay has changed, causing validation to fail (see attached log snippet ...
StateTree fails to transition to the next child state in a tree where the parent state has a task such as Debug Text which does not influence state completion. The ST atttempts to transition from Le ...