Context: Data Layers is a system within World Partition used to organize Actors both in the Editor and at runtime. It allows for the user to dynamically load and unload layers in the Editor to help ...
A particle emitter with GPU sprites on certain settings will shake violently as they collide with the ground. This requires there to be a strong Const Acceleration module and Collision with low resi ...
Get Constraint Force node always returns a magnitude zero vector. Repro Rate: 3/3 Tested this in //UE4/Release-4.27 @ CL#18319896 and was able to get the constraint force, it is a regression. ...
Reproduced 3/3 times. Was not able to reproduce in //UE5/Release-5.0 - CL 20979098 Binary. Confirmed Regression. ...
CreateD3D12Texture causes two OnLowLevelAllocs in LLM to be called with the same pointer and the same channel, leading to a warning. LLM WARNING: Replacing allocation in tracking map. Alloc/Free Mi ...
A PCG actor is assigned to a DataLayer and placed inside a Level Instance. Then that Level Instance is placed into a World Partition map. When the SpawnActor node in the PCG graph is set to MergePCG ...
If a TextureRenderTarget2D is used in a code class, the build of the project will fail with an error stating that the UTextureRenderTarget base class is undefined. The line #include "Engine/TextureR ...
Pooled memory will not be reclaimed from emitters with disabled LODs if Disabled LODs Keep Emitter Alive is checked. ...