The archetype instance for the ProceduralMeshComponent's physics data object is not flagged as such, so the event-driven loader does not designate it as a preload dependency, which may be putting us ...
When adding an asset directly to a blueprint, it is not in the streaming components, so the assertion fails when setting the geometry cache. ...
A check() is being hit intermittently when using adaptive virtual texture. check(Entry.Magic == Handle.Magic) inside FVirtualTextureProducerCollection::GetProducer ...
This issue is different for the first and second behaviors, which seems confusing when working. ...
When an LOD get materials reduced to one with Bake Materials, it doesn't delete the extra slots on the LOD. So if starting with 10 slots on the skelmesh, then baking, slot 1 gets the newly baked mat ...
[Link Removed] ...
When implementing Volumetric Clouds in a splitscreen game, the clouds on the second player's screen render incorrectly. If the Two Player Splitscreen Layout is set to Vertical, then the clouds rende ...
There's currently no next-gen console options for the Quick Build menu for UnrealVS. It'd be nice to have support for these as well! ...