Edit MattK: Not reproducible yet If the editor is open and used for a long period of time without being closed, it stores memory use. After building up a significant amount of resources building us ...
When using infinite or duration-based effects, required and ignored tags will have no effect on attribute modifiers. This appears to be caused by OnAttributeAggregatorDirty (GameplayEffect.cpp:2917) ...
When changing r.ScreenPercentage the final value used for buffer generation is clamped to the nearest 4 pixels to aid in post processing and other steps. During post processing the same calculation ...
RecastNavMesh is not generated at the sub level dynamically added in C ++ in 4.20. In 4.18, 4.19 it was generated normally. Probably, changes to the large number about NavMesh systems from 4.19 to ...
When the mouse cursor is shown, and you press eject in the viewport, you can no longer rotate the camera while holding right click and moving the mouse. If you hide the mouse cursor using the Show ...
When doing overlap tests in PrimitiveComponent, UWorld->ComponentOverlapMulti is used. The callstack for that ends up looking like this (callstack is inverted, highest level on top): UWorld::Compo ...
Licensee says that adding multiple InstancedStaticMeshComponent instances can be very slow (main bottleneck being the physics building). I think there's a good case for a method something like: ...
Not a regression. Tested in: //UE4/Release-4.26.2 CL15973114 Binary - Reproduced //UE4/Release-4.27.1 CL17735300 Binary - Reproduced //UE5/Release-5.0-EarlyAccess CL16682836 Binary - Reproduced Fro ...
The workflow above is generally used to pull out key poses from a mocap performance. It works on 5.0. It can be simplified for QC into this:add some animation keys to your rigged character in Sequ ...
When creating a UserWidget and creating a process to receive input events with Enhanced Input, input events may be generated multiple times in duplicate. To reproduce this problem, create a Widget a ...