The explanation from the licensee seems pretty comprehensive. Text from the UDN: We've been trying to run fixupredirects via the resavepackages commandlet, but noticed that the OFPA assets were no ...
When using static or dynamic modifiers only navmesh, there are times that the navmesh will build and display correctly in editor, but it does not get properly loaded at runtime (PIE/SIE). The Recast ...
Landscape component edges can become disconnected when using Nanite Tessellation at the edges of weight-blended layers. ...
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 ...
Packed level actors may not be updated after changing certain properties. Workaround: reload the level containing the PLA. ...
Rect lights cause artifacts (nan pixels) on pixels of surfaces that are coplanar with light position. In RectLight.ush, in RectIrradianceLambert, at line 106, c30 is -1, so rsqrt(0) causes a nan to ...
You will hit the ensure condition: LogOutputDevice: Error: Ensure condition failed: !SeenPaths.Contains(CurrentPath) in Engine\Source\Runtime\CoreUObject\Private\Misc\RedirectCollector.cpp] [Line ...
Based on the licensee's report, the crash seems to be occurring due to the WorldDataLayers actor, and setting this actor to never be dormant seems to resolve the issue. ...
The log output in ValidateStaticUniformBuffer, lists hashes that do not correspond to the actual shader name which makes it difficult to track down problem shaders. The current log output code is ...