setting GSupportsTimestampRenderQueries=false or r.GPUStatsEnabled=0 can fix it ...
Cloth LOD Index is changed only during the mesh is on the screen. LOD Index is set to 0 at spawning, so clothing simulation runs as minimum LOD level until the mesh is in the field of view. It's no ...
If this is just a display issue, it's still fairly significant because a tolerance of 0 and anything else are very different. I have not confirmed if it's only display or if the comparison is actual ...
[Enduring] Appears to be in the visualization rendering of the distance field, distance field shadows were unaffected. There was one instance where the bug did not replicate as expected. This was wh ...
5.0:[Link Removed] 5.3:[Link Removed] Attached is a video of the two screenshots overlaid and lined up by their top edges. It appears that the Begin Play node (and others?) have more padding now, w ...
This isn't a hard crash, but a "verify(...)" from MaterialExpressions.cpp, line 559. ...
Right clicking inside the event graph of a blueprint that is derived from PhysicsCollisionHandler will crash the editor CrashReporter: [Link Removed] ...
Declaring a UPROPERTY() TArray with TFixedAllocator fails to compile. Output log states "Missing '>' in 'tarray'." Removing/commenting out the UPROPERTY() allows the project to compile correctly. ...
If the a blueprint has an overlap event and that blueprint has a child actor component with an overlap event then the child can stop the parent from firing off an overlap event if the child also ove ...
Some nodes have target pins that auto-fill to target: self. However, unless a value is passed into this node from a get or other means, the blueprint will not compile. ...