In some occasions, engine code iterates over a certain subsystem type by calling FSubsystemCollection::GetSubsystemArray() and then calling some method on all subsystems of the returned array. This ...
Wrong density calculation in UBodySetup::CalculateMass. The licensee has provided the following analysis and suggested fix: In UBodySetup::CalculateMass, the following code is present: // physical ...
When using the Niagara Mesh Renderer with multiple mesh variants selected via MeshIndex, the number of TLAS instances allocated is NumParticles × NumMeshVariants and enabling the Path Tracer can ca ...
When launching Unreal Engine with the Vulkan RHI, SM6 and RenderDoc Auto Attach on Startup enabled, the engine fails to initialize with the error: “A compatible Vulkan Driver is required to run the ...
This Jira was created from the linked EPS case: =============================================== This issue is caused by FSharedStruct batching reachability requests to the same underlying FInstan ...
When using Chooser Tables, the Gameplay Tag type cannot be bound through the column header UI. Clicking a column header for a different property (ie: bool or float) correctly shows the binding popup ...
Calling the ApplySettings method on a UGameUserSettings object results in a noticeable hitch, with severity proportional to the number of primitive components present in the scene. This hitch stems ...
Global parameters disappear from the binding list when a soft object reference is present. Pulling up the binding menu shows nothing for Parameters when there are only object references in the ST as ...
In URigHiearchyController::AddElement (and other functions), arbitrary delegate code is called while holding Hierarchy->ElementsLock, through the Notify function. URigHierarchy::AddReferencedObject ...