The deadlock happens when enough shader preload are launch in parallel on a slower IO backend (like zen). When that happens, the preload starts a waiting period that never ends because it cannot be ...
The asset manager is used to scan directories on disk for different Primary Assets that can then be loaded on demand. Game feature plugins support the ability to add additional scan directories when ...
After adding a new Camera Actor Component within Blueprints to an existing Spring Arm Component, the Camera Component adopts the location settings , but does not set its location within the viewport ...
Instance overlap functions for Foliage Instanced Static Meshes detects instances incorrectly. I was able to see this occur with both the Sphere and Box functions. In addition, I drew out debug sphe ...
SaveGeneratedTexture2DAsset can crash for a variety of reasons when overwriting an existing texture asset. When no existing asset exists, the function simply moves the provided transient Texture ass ...
From Licensee: In OpenXRHMDModule:473 (UE5.0) or OpenXRHMDModule:497 (UE5.1) the engine is checking if the app is packaged for Oculus Mobile, if it isn't the case the function returns false and the ...
Geometry Collection (GC) fragments are affecting the Navmesh in wrong positions and the identified cause is wrong indexing. Once a GC breaks, it's fragments, when big enough, are creating islands in ...
A partially broken Geometry Collection (GC) ends up with garbage CollisionGroup data that can lead to strange behaviors. The licensee has noticed that a GC that goes thru a field applying ExternalS ...
This is a trending Mac/Metal crash coming out of 4.18. Users have not provided any descriptions of their actions when the crash occurred. Callstack from Log[2017.10.30-21.59.52:157][767]LogSlate: T ...
When adding multiple meshes to a Niagara Mesh Renderer Module, a check() will be triggered due to a mismatch in the number of Widgets and the number of Tooltip Widgets. ...