ChaosCacheManager (CCM) is not reproducing Collision events the second time (and onwards) we record a Geometry Collection (GC) breaking session. Particles set to track Collision Events correctly fol ...
Source [Link Removed] The user has encountered the error log: MongoDB.Driver.MongoCommandException: Command createIndexes failed: Implicit collection creation not supported when creating indexes I ...
In UGameInstance::StartPlayInEditorGameInstance, the server instance will go through the normal process of creating the URL using BuildPlayWorldURL, which checks the FGameInstancePIEParameters' bSta ...
SAnalogSlider calculates FastestStepTime by multiplying the step size value by a constant, resulting in high numbers for larger step sizes. This gets lerped from 1 and used as the repeat time, resul ...
UGeometryCollectionComponent::EventDispatcher gets registered for events twice, once in UGeometryCollectionComponent::RegisterForEvents() and again in UChaosGameplayEventDispatcher::OnRegister(). Th ...
There have been multiple reports of this issue, particularly from schools, over the last 10 years:https://forums.unrealengine.com/t/invaild-folder-path-with-network-user-drives/283475https://forums. ...
Fields with Maximum resolution are not affecting all leaves of a Geometry Collection on 5.4 and onwards. When calling GetRelevantParticleHandles() a Maximum Resolution field does return all particl ...
FStreamableHandle (used as part of the FStreamableManager system) has a CancelHandle function that stops it from calling any completion callbacks related to that handle (it could cancel the load req ...
It seems that the numbers are rounded in VertexFactoryCommon shader. The cube consists of vertices that are very far from the origin and are placed on the screen by placing them at coordinates that ...
AActor ContainsDataLayer Is Slow: Navigation builds are heavily slowed down by TObjectPtr to TSoftObjectPtr conversions when checking if DataLayerAssets contain Users discovered a huge time los ...