The implementation of UMGSequencePlayer::Play and UMGSequencePlayer::Pause are not conducive to being able to efficiently pause and resume animations. Some problems that need to be addressed: 1. ...
SetHitResultFromShapeAndFaceIndex calls if(PxMaterial* PxMat = PShape->getMaterialFromInternalFaceIndex(FaceIndex)) { OutResult.PhysMaterial = FPhysxUserData::Get<UPhysicalMaterial>(PxMat->userD ...
Given a Movable Light with a Movable Mesh with enabled Self Shadow Only, the mesh will not cast inset shadows (despite this option begin forced to true according to Tooltip) unless the mesh is selec ...
10 or more Static Meshes set to Simulate Physics and Replicates Movement will crash the editor with PIE set to 2 or more players. Less than 10 don't cause a crash. The user reporting this got a mor ...
Memory increase when exiting PIE with project settings open Regression: YES Broken: 3195953 (4.14.0) Worked: 3195953 (4.13.2) ...
While importing a json file with a large amount of sprites, memory usage spikes. The test asset uses a 2000x128 texture with 1024 elements. ...
When changing a property on a large number of textures via the Property Matrix, memory usage can spike to over 26G. Tested in Main (Promotable-CL-2423505) Probably related to [Link Removed] ...
MaterialInterface which is a base class for other classes (such as UMaterialInstanceDynamic) is not being exported which causes compiler errors when a user attempts to access the functions of this c ...
HZB Setup Mips in the GPU Visualizer seems to be taking considerable ms in 4.12 and 4.13 compared to 4.11.2. This seems to mostly affect editor/PIE GPU Visualization but looks like it should when ...