When placing an actor into the level that is not replicated the client will not destroy its copy when destroy actor is called. ...
Licensee reports missing memory tracking for LLM on iOS: In Engine/Source/Runtime/Core/Private/HAL/MallocBinned.cpp in SmallOSAlloc, there is a compiler define for IOS and within it there is an LLM ...
Physical material masks are not working as expected in cooked builds. Licensee reports that the mask data is empty at runtime. ...
The HISM on the right has 4 instances light the ISM on the left, but only one instance works with the mesh decal material. [Image Removed] ...
Directories can no longer be renamed via Python if they are not empty. ...
I've tried implementing BP logic off an EI Event using Any Key, never executes. Tried having the associated Input Action have Consume Input set to true- still nothing. I'm not sure what the expect ...
From licensee: The function AWorldDataLayers::GetDataLayerInstanceFromAssetName() uses different names in #WITH_EDITOR and without editor builds: #WITH_EDITOR config calls DataLayerInstance->GetDa ...
During async loading from an AsyncLoading thread, DecalComponent attempts to precache PSOs which can trigger a checkf in StrongObjectPtr.h which are only allowed to be created on a game thread. ...
Texture Collections can contain virtual textures. There is no way to inform TextureObjectFromCollection that the texture is virtual, only that it is a Texture2D. This texture object is then sampled ...