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 ...
FGeometryCacheStreamingManager::RemoveGeometryCache calls FlushRenderingCommands which shows up as a hitch when profiling. [Link Removed] Ideally the flush added in CL#23782411 to fix a rare deadl ...
We encountered this issue while checking data for the Mobile Compat pass on 4.13. Galaxy S6 4.12 FPS/FR: 54/18.5 Galaxy S6 4.13 FPS/FR: 24/41 Galaxy S6 Edge 4.12 FPS/FR: 53/18 Galaxy S6 Edge 4.13 ...
When Real-Time Thumbnails are enabled in the content browser and you have many blueprints with static meshes (or anything that is rendered in the blueprint's viewport), the real-time tooltips cause ...
See screenshot for an example with 5000 sprites being rendered. It's eating up 30 ms just for that. ...
Every time AWorldDataLayers::CreateDataLayer is called, UDataLayerManager::ResolveActorDescContainersDataLayers() gets called and iterates on all actordescs of the world.When creating multiple data l ...
Community-attempted workaround received in [Link Removed] Correct fix submitted to 5.6 FNMain in [Link Removed] which needs integrating into 5.5.3. ...