During material compilation we track unique individual virtual texture "stacks" and then create a virtual texture page table for each, along with unique bindings for each page table in the shader co ...
You will hit the ensure condition: LogOutputDevice: Error: Ensure condition failed: !SeenPaths.Contains(CurrentPath) in Engine\Source\Runtime\CoreUObject\Private\Misc\RedirectCollector.cpp] [Line ...
Same lightmap textures are listed multiple times in Lightmaps of WorldSettings. It seems that it just showes the same texture mutiple times but there is only one texture. [Image Removed] ...
If we enter Chinese characters using Microsoft Pinyin after entering 34 or more half-width characters in a text field, they are not reflected in the box. If less than 34 characters are entered, Chin ...
We need to better detect when we need to flush to avoid hitting the RDG limit. There is no test project at the moment, more details can be found here ...
A licensee reported that packaging the build with same content (it is unclear if they were rebuilding the DDC between the runs, but it shouldn't matter) produces a different placement of code chunks ...
Conversation moved to Comments to allow for public visibility. ...
Consider a C++ ActorComponent containing an instanced TObjectPtr property (which may be standalone or inside a container such as TMap). Now consider a Blueprint Actor containing such a component, an ...
Licensee found that when creating a UObject class with DefaultToInstanced and EditInLineNew specified, and then a derived BP was created using the UObject class and used as a variable type in an act ...