Implement a commandlet that renders (with `-AllowCommandletRendering`) and frequently calls `CommandletHelpers::TickEngine()`.Have the commandlet load a map containing a world-partitioned landscape. T ...
This report is from an EPS case: We hit a regression upgrading our project from 5.7 to 5.8. Map Check (and any other path that ends up calling UWorldPartition::CheckForErrors) assert inside FWorld ...
When rendering a game in splitscreen using Lumen HWRT, Nanite and a large number of Niagara Mesh Particles 1mil+, various meshes and actors will stop rendering. Setting r.RayTracing.Geometry.Niagar ...
The ApplyLocalExposureCS shader in PostProcessLocalExposure.usf computes UV coordinates for the LumBilateralGrid 3D texture using Output_ExtentInverse (1/RenderTargetSize) instead of Output_Viewport ...
Summary A UInputTriggerChordAction does not fire when the action it references (the "chording action") is mapped in a different Input Mapping Context with a lower priority than the IMC containing the ...
FRegisterComponentContext::Process() in ActorComponent.cpp iterates over SendRenderDynamicDataPrimitives and calls SendRenderDynamicData_Concurrent() on each. The existing guard checks ::IsValid(Pri ...
Loading Windows installed iOs mobile provisioning profiles fails at start of iOS build from windows machine. This due to a recent change that attempts to load PKCS12 from mobileprovision files. Thes ...
A recent change to ULevelStreaming::ServerUpdateLevelVisibility ensures that this only calls APlayerController::ServerUpdateLevelVisibility once for any non-child connections ( ...