Seams are found after importing a tiled landscape. ...
It's possible for NaniteStaticMeshesInFlight to never be decremented because all the background workers are waiting indefinitely for the ones in flight to complete their static mesh build. ...
Disabling Disregard for GC leads to a crash in GarbageCollectionVerification.cpp VerifyObjectFlags. This crash occurs when there is an invalid path specified in GameplayTagTableList. The cause of t ...
There's two ways to affect the commandline in CommandLine.cpp: FILTER_COMMANDLINE_LOGGING - for filtering certain or all args (if left empty) from the log. UE_COMMAND_LINE_USES_ALLOW_LIST - for on ...
Calling HideBoneByName on a bone causes that bone (and all it's children) to be translated to the parent bone's location. This code in UpdateRefToLocalMatricesInner is responsible: bool bNeedToHid ...
Here is a snap shot of the propose UDN change: TRACE_CPUPROFILER_EVENT_SCOPE(ValidateTextureOverridesForPIE); TSet<UMaterialInterface*> ProcessedMaterials;TArray<UPrimitiveComponent*> Components; ...
There currently is a mismatch occurring when light function atlases are used in conjunction with exponential height fog. When the flag r.VolumetricFog.UsesLightFunctionAtlas is enabled, light shafts ...
To step through the issue, in the -DiffOnly cook add a breakpoint to UChildActorComponent::OnRegister and UChildActorComponent::OnUnregister. It should hit 4 times:Once when LoadPackage loads the ma ...
Because UniagaradataInterfaceChaosDestruction::HandleTrailingEvents does not respect incoming TrailingEvent data, the debris velocity during chaos cache playback is always evaluated as zero. The fo ...