The macros LLM and LLM_IF_ENABLED behave identically but are slightly different from a performance standpoint. For consistency all allocs and frees should use the same one. Measure the cost of a co ...
It looks like the DistantScreenTrace(...) in LumenScreenTracing.ush reports a false positive hit in the dark regions. Using screen trace visualization reports the distance in these regions as 65535. ...
FControlRigBlueprintActions::CreateNewControlRigAsset is crashing in ResolveObjectHandleNoRead. Looking at the control rig in UControlRigBlueprint::Serialize, it's marked as pendingkill but I'm uns ...
If a DataTable Asset is created with a Row Structure that contains a member variable of type Curve, the Editor will crash when attempting to open it while it has no rows. It will also crash when edi ...
UWorld::ComponentOverlapMultiByChannel and internally, the call to FBodyInstance::OverlapMulti, misses overlaps and blocking hits when the PrimComp's (the component used to test overlaps) mesh uses ...
USkeleton class only performs Add or Empty operations on the LinkupCache array and has no Remove, so the number of LinkupCache can keep increasing in some cases (A description in Step to Reproduce s ...
A user encountered an issue with Landscapes not rendering once baked with GPU Lightmass. The user was using Ray Tracing. If using normal CPU Lightmass baking, landscape remains the same. ...
This is happening because UEnhancedPlayerInput::UEnhancedPlayerInput is attempting to load the IMC asset, but if your triggers are defined outside the engine module then it would trigger a load of t ...
UDN users have reported hangs in the material editor when editing specifi material instances. This seems to be a threading bug, as CompileDebugViewModeShaders() is waiting for a shader compilation ...