A user reported an issue where, if a client hitches during world transition, the client will continue referring to the transition world instead of the newly created one. This will result in the clie ...
User reports an unreasonably long editor freeze when a significantly large number of components need to be processed in the SCS editor tree view (tens of thousands) when selecting an instance of a B ...
The Editor become unresponsive and then has very low frame rates after activating the Player Collision view mode in the Small_City_LVL and Large_City_LVL maps in the CitySample project. The curre ...
If dynamic bindings are being used in a custom code class from which Blueprints are derived, any hot reload will make the bindings a permanent part of the Blueprint and they cannot be removed or cha ...
After creating a custom struct in C++ and adding a variable of that struct type to a Blueprint, hot reloading a code change that involves altering a function that takes the struct as a parameter res ...
The issue was originally noticed between 4.15.1 and 4.16 Preview, but now appears to have regressed between 4.15.1 and 4.15.2. ...
This test took 13 seconds using Binned2 and 10 seconds using Binned1. It took 0.06 seconds using jemalloc ...
When rendering with forward rendering, the ComposeSeparateTranslucency call is called even when separate translucency is not enabled. Additionally, Downsample.HalfResolutionSceenColor gets called ev ...
The issue was originally noticed between 4.15.1 and 4.16 Preview, but now appears to have regressed between 4.15.1 and 4.15.2. ...
Report from a licensee that InitializeControlRigComponent using CR_Frame_Destructible in city sample is taking a lot of frame time. It seems that a lot of time is being spent hashing and also URigV ...