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. ...
A licensee has brought up that the GPU breadcrumbs are incorrectly displayed with traces taken on the Intel GPU Analyzer tools (see screenshot). It looks like the format string is being passed on in ...
There's a bit of broken (or missing) logic in ACharacter that doesn't account for users having released the jump button. This is a well known issue, and there's even video's describing how users can ...
Setup: Blend by Bool>Slot>Final Pose. Say the bool starts on true. While playing a Montage on the slot, flip the bool value to false. After the montage finishes, the blend node will start on true ...