Please check the Function GetDynamicMeshElements in HierarchicalInstancedStaticMesh.cpp. The Function Traverse in GetDynamicMeshElements will always return two Lod levels, even the transition is f ...
In UE4 (using DX11), WmfMedia was able to play .mp4 files by default. However, WmfMedia doesn't support playing .mp4s in DX12, which is what is used in UE5. Electra can handle playing .mp4s in UE5, ...
You can also check it by enabling real-time rendering in the NewMap.umap of the attached project, and then clicking on "High Resolution Screenshots". (You may need to disable and enable post-process ...
When a small external force is applied to the rigid body, the VSmooth value is reset in the ResetVSmoothFromForces function. Since this function ignores the current velocity, a very small velocity ...
Reproduced 3/3 times. Issue does not occur in //UE5/Release-5.0 - CL 20979098 Binary. Confirmed Regression. ...
There are two UDNs related to this issue. It makes the Path Tracer unusable with MGPU, with atmosphere enabled. I already have a one-line fix implemented and tested. The atmosphere scan line arti ...
It seems in the FBodyInstance::InitDynamicProperties_AssumesLocked, we early out when the body instance's collision is QueryOnly, but actually we only recreate its physics state when changing from N ...
Issue has been seen a couple times internally and closed as No Longer occurring. Looking at Crash Reporter, issue has been seen live a number of times. Looking at user logs, occurs after:LogAudioMi ...
A crash from bad memory access can happen when clearing the textures in a Texture2DArray asset. This appears to be because the order of operations when deleting the platform data is: ``` if (Privat ...