HZB Occlusion causes large stalls (greater than 5ms seen) on the render thread due to an RHI flush. This is caused by the following code in FDynamicRHI::RHIMapStagingSurface_RenderThread which force ...
The build system supports many types of flags that can be enabled in game-specific Target.cs files to enable things like logging in shipping, target-specific overrides like custom config, or enablin ...
Context Level Instancing is a level-based workflow designed to improve and streamline the level editing experience. In a standalone Level Behavior, when the Level Instance Actor is loaded through it ...
Shaders that compare custom depth and pixel depth get wrong output values because the ranges are different. This error is most noticeable over large distances. The difference in ranges is due to t ...
The rules by which chunks are created are ambiguous and currently do not ensure that both PakFileRules and PrimaryAssetLabel settings are reflected. In this sample, depending on the PrimaryAssetLabe ...
UE allows actors to be attached to other actors. More precisely, it allows the root component of an actor (child) to be attached to any component of another actor (parent). From now on, "parent" and ...
Context: By default, Unreal Engine creates both simple and complex shapes, then, based on what the user wants (complex query versus simple query), the physics solver will use the corresponding shape ...
When renaming or duplicating a LevelVariantSets asset that contains a Director Blueprint, the internal DirectorClass reference becomes mismatched. Although the DirectorBlueprint pointer updates corr ...
There is an engine bug when using the EnumRedirects feature inside a config file. If we have a Blueprint Enum used in our blueprints, and we want to convert all the Blueprint enum references to a C+ ...
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 ...