Anim sequence re import factory is not overriding correctly the settings when we pass the override UFbxImportUI asset. It still use the original import data ...
Since a player controller only exists on the server and on the owning client, calling a multicast from one isn't really a supported operation. However, this case is still handled cleanly when RepGra ...
This issue is not present in 4.25.4 You can also avoid the problem if the LoopBehavior of the EmitterState is Multiple and LoopDelay is enabled. [Image Removed] It seems to be a binding of certai ...
Currently r8Unorm_srgb is required by virtual texture lightmap, and the Metal RHI simply forbids r8Unorm_srgb on Mac platform. Since the latest MacOS 11.0+ have the support of r8Unorm_srgb, we shoul ...
During end play in editor, there is an access violation referencing WorldSettings from SpringBone. In the attached project, the character registered in the sequencer uses the "SpringController" no ...
The sphere cast module has some custom HLSL that calls QueryMeshDistanceFieldGPU, the signature for the function changed, but the HLSL wasn't updated to match so it fails to compile. ...
The leaking variable is UInstancedStaticMeshComponent::InstanceDataBuffers. The memory block is passed to InitPerInstanceRenderData() via InstanceDataBuffers.Release(). But the function doesn't mana ...
User comment: "...can't launch anything as standalone, only simulate..." Generated from CrashReporter ...
setting GSupportsTimestampRenderQueries=false or r.GPUStatsEnabled=0 can fix it ...
When adding multiple Hierarchical Instanced Static Meshes on a loop and packaging the project in Shipping configuration the application crashes due to LowLevelFatalError [Link Removed] [Line: 1431] ...