This looks to be an issue with shadows in Lumen Direct Lighting, and might be coming from the "Batched lights" pass. ...
When a skeletal animation section is set to Keep State, and the mesh uses an anim BP and slots to play back the animation, calling Go to End and Stop on the sequence will not pause the animations. ...
Context Unreal Insights displays Timing Insights that can include GPU timing information. Rendering code such as FDeferredShadingSceneRenderer::RenderPrePass() generate such events.Problem Certain f ...
The ctor of FD3D12BindlessResourceManager implies that GPU heap activation is intended to occur lazily with ERHIBindlessConfiguration::RayTracingShaders, however any call to FD3D12BindlessResourceMa ...
I've noticed as I've been working with the Wave Form Editor, that it works fairly well for smaller files, but on longer assets there can be some pretty noticeable latency when adding and adjusting t ...
Whenever launching the UE5 Editor, it rebuilds the navmesh on the first map it opens. Reopening the same map again will not cause the navmesh to be rebuilt. It seems that the first time the map is o ...
When double-clicking on an interface function call within a blueprint, the expected behaviour is that it will take you to the implementation of this function. However, it currently does nothing. ...
Creating a MID makes the render state dirty and the engine will recreate a new scene proxy without the current attitude. This results in rendering the object in incorrect location. Here is a tempor ...
This appears to be from an interaction between the Depth Fade Expression, clip() in a Custom Expression, WPO being enabled, and the fact that the pass that draws objects for the editor outline runs ...
I've noticed calling SetActorLabel() on a Landscape will call PostEditPropertyChanged() which causes the Landscape Components to regenerate all collisions. As per the repro, this can take a long tim ...