FLowLevelMemTracker::GetTagAmountForTracker with CustomProjectTag returns 0 always. Because of FLLMTracker::FLLMThreadState::GetFrameStatTotals don't amount to about CustomTags. Following code will ...
When using unrealpak to make a patch, if the source pak data that a patch is based from is encrypted, you must specify the "patchcryptokeys" parameter on the command line so unrealpak knows which cr ...
Toggling a bool doesn't enable/disable the elements of the array similarly to how it does for TArray in the details panel. Static arrays should have the same semantics as TArray with regards to edit ...
In raytracing enabled, When loading a sublevel containing landscape with LoadStreamLevel function following error is shown. Assertion failed: Pair != nullptr [Link Removed] [Line: 584] Licensee re ...
When the level sequence is evaluated from calling play on a level sequence player the level sequence actor does not have an opportunity to tick, which is where the transform origin is calculated. ...
FSequencer::SetPlaybackEnd calls SetUpperBound which creates a TRangeBound with the default bounds type, so the end frame will be inclusive instead of exclusive. ...
After switching the Virtual texture lightmap on/off, it looks different. It looks like there is a difference in the light map because there are some missing shadows (see attached screenshots). ...
I do not have access to an iPad Air 2 so it is impossible for me to reproduce, but it seems that when using SeneCaptureComponent2D on the device, memory usage will increase drastically. ...
The base implementation of UObject::GetLifetimeReplicatedProperties doesn't check to see if its class is a blueprint-generated class and add its properties, like UActorComponent::GetLifetimeReplicat ...
Importing an heightmap while having Edit Layers enabled results in a loss of precision: [Image Removed] ...