When a project is run with these settings in a template project, untracked virtual memory increases. Cvars r.GBufferFormat 3 r.Lumen.TraceMeshSDFs 1 r.Lumen.TranslucencyReflections.FrontLayer.Enab ...
The BLAS for Skeletal Meshes that don't move, or tick get updated every frame even if the animation and skin cache aren't updated. This adds over 1ms to update time. The only exception is if the sk ...
Changing bIsSpatiallyLoaded can cause an Actor to be duplicated during Play-In-Editor. As described in the steps to reproduce, if we keep swapping bIsSpatiallyLoaded state and save a Streaming Level ...
When using other language(such as Chinese) as editor language, the Group Name of the Animation Interface will be localized to Chinese. In editor, the animation blueprint grab the group from metadata ...
Context: Blueprint classes can use Instanced/EditInlineNew object property specifiers to create and edit subobjects directly in the editor. Problem: If a child blueprint class has an Instanced/Edit ...
There is a risk of actor components registering with the wrong world when reconstructed from UWorldPartition::ApplyRuntimeCellsTransformerStack. The repro case is arguably a bad usage, but it was th ...
Context: Continuous Collision Detection (CCD) is being used on a Chaos Vehicle to avoid tunneling issues with certain surfaces as it prevents any missed collisions between fast moving particles and ...
In UE 5.3 and later, assigning a Sprite Atlas Group to a UPaperSprite asset can cause the editor to hang and eventually crash. This behavior has been reproduced in 5.3, 5.6, and a recent UE5-main so ...
The licensee identified a number of cases where loading assets will trigger convex hull generation warnings:If the first 3 verts in the set are colinear (in which case IsPlanarShape() returns true b ...
When a UWidgetComponent has its widget assigned dynamically at runtime using CreateWidget and SetWidget, drag & drop operations fail in Standalone Game and packaged/game builds, while working correc ...