To summarize what I'm seeing there, a bunch of UObjects relating to that world have been destroyed but not all destructed. The UAutoDestroySubsystem pointer is still on the static tickable list, and ...
When rendering with forward rendering, the ComposeSeparateTranslucency call is called even when separate translucency is not enabled. Additionally, Downsample.HalfResolutionSceenColor gets called ev ...
UDN customer reported that using automated groom import through Blueprint was crashing. This can probably be reproduced with a Python script using an asset import task with the automated flag set to ...
Physics object from a streamed level does not interact with other physics objects in persistent level. ...
With the way PLATFORM_XSX, PLATFORM_PS5 etc. are defined, it seems intellisense doesn't know about them, because the .vcxproj only references the Win64 version of Definitions.h, and they are defined ...
The user has a proposed fix for this in the case. FMaterialResource::IsDualBlendingEnabled needs the following modification that includes MaterialInstance check: bool bMaterialRequestsDualSourceBle ...
The game can crash when one thread clears RunTimeToPSOUsage while another thread is expecting it to contain a PSO it is registering stats for. Thread A: calls CacheGraphicsPSO() Thread B: calls C ...
Currently, the ShowStats viewport option is automatically enabled when entering PIE and automatically disabled when exiting PIE. This forced disabling happens even if the option was enabled prior to ...
When using ISMs and HISMs, each instance can have its own transform, which can affect the LOD selection of one or more instances. For HISMs in particular, changing the scale of a single instance gre ...
There is a bug affecting DetailGroups in the engine. When adding child DetailGroups to a parent DetailGroup, the expansion state does not behave as expected and ignores the flags intended to control ...