The DumpShaderStats console command doesn't output any shader stats because the code to calculate that information in DumpShaderStats (Shader.cpp) is commented out https://github.com/EpicGames/Unrea ...
[2024.04.29-16.49.46:563][970]LogUObjectGlobals: Warning: LoadPackage can't find package /BEURRE_040824_041224/NewMaterialParameterCollection. [2024.04.29-16.49.46:563][970]LogUObjectGlobals: Warning ...
The screen jitters when animating the size of the filmback of a aspect ratio constrained Cine Camera. Following behavior was observed by the customer: MRQ: The expected behavior - bars smoothly in ...
It seems that switching the preview mesh in the control rig editor is affecting the initial transforms in the hiearchies of related control rigs in the level viewport. This seems to be due to the c ...
The sleep state will be overwritten in ClusterUnionManager::UpdateAllClusterUnionProperties. Clustering using AClusterUnionActor results the same behavior as well. ...
CL 17315409 Introduced a fix that relied on processing audio samples before a render. For remote renders this extra 30 seconds of audio processing seems to have made its way into the final results. ...
The Build All Levels editor action cleans up the world's NavDataSet (UNavigationSystemV1::NavDataSet) as pre-rebuild world cleanup by calling: SetNavigationSystem(nullptr); inside UWorld::Cleanu ...
Context ActorComponents can schedule an end-of-frame update for themselves by calling UWorld::MarkActorComponentForNeededEndOfFrameUpdate. The UWorld will iterate all those actor components once pe ...
Errors from EdGraph nodes aren't being piped into the compiler results log. This can make it difficult to track down what's broken in larger rigs. ...
Lumen seems to not be using Large World Coordinates somewhere. The Lumen Scene develops artifacts at large distances (5000 KM) from the world origin. ...