After adding a member to a user-defined struct type and changing the member type to a user-defined enumeration, repeated edits to that enumeration will eventually cause the editor to become increasi ...
VLM is not handled when rebasing. The following workaround works. void SetupPrecomputedVolumetricLightmapUniformBufferParameters(const FScene* Scene, FEngineShowFlags EngineShowFlags, FViewUniform ...
I think I narrowed this issue down to bad UV coordinates being interpreted during the BasePassVertexShader execution applied to instancing. At this line in VertexFactoryGetInterpolantsVSToPS: flo ...
This non-deterministic behavior is caused by sorting by program address. ...
This Jira is there to make sure we load the skeleton asset before the skeletalmesh asset need it ...
Deleting unsaved Submix assets causes them to reappear the next time you create a new asset. Issue does not occur in 4.26, but does occur in 4.27 and 5.0. ...
The licensee has reported that when you make a mesh extremely thin (e.g. z = 0.0001), it can cause emissive materials applied to the mesh to flicker. ...
It seems that the crash is related to all of the "Write" events. I tested the Event ChaosDestruction Write, Event Float Write, and Event Bool Write and all 3 caused the crash, but their "Read" count ...