From the body of the ticket: We aim to do as much of the work off the game thread as possible to avoid impacting frame rate. We've recently found a crash during collection of the geometry slices fr ...
When a TInstancedStruct contains a UObject marked with EditInlineNew and DefaultToInstanced, the reference is lost after compiling the Blueprint but only when the struct is part of a native Actor cl ...
This looks to be because the debug drawing uses FQuat:Identity for the capsules, rather than the character's orientation. ...
Post: { "jobId": "685b12ad6765a5c9fefad260", "stepId": "a991", "key": "output-otem-job2", "data": { "Type": "Simple Report", "TestName": "EditorClientBoot", "Descript ...
Lumen HWRT, combined with Niagara Mesh Renderer, can cause the Lumen Scene to be reset, resulting in a sudden change to indirect lighting. ...
Context Unreal Insights displays Timing Insights that can include GPU timing information. Rendering code such as FDeferredShadingSceneRenderer::RenderPrePass() generate such events.Problem Certain f ...
This issue happens when Sequencer loops a dynamic montage. FAnimMontageInstance::ForcedNextFromPosition is set to 0 and ForcedNextToPosition is effectively the delta time. However, FMontageSubStep ...
Using Build Paths does not create a navmesh that also includes any Actors or Objects that are unloaded and spatially loaded. The navigation system appears to load the world within the navigable boun ...
The EyeAdaptionInverse node works differently for surface materials and volumetric materials. In surface materials, it allows to have a consistent glow during day and night time, however in a volume ...
Enabling bUpdateComponentTransformToRootBone in a GeometryCollectionComponent causes broken particles to appear in the wrong location. When that flag is true, the moment the GeometryCollection (GC) ...