This behavior is inconsistent with the behavior of non-nanite meshes, which receive light and cast shadows only from lights in the same lighting channel. [Image Removed] ...
From Licensee: Catching the exception with debugger allowed us to find a list of materials on the hlod mesh on which the error occured and we were then able to link it to one of our meshes causing ...
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The flicker is visible in Epic scalability as well, it is just smaller on screen because the fog voxels are smaller (r.VolumetricFog.GridPixelSize). ...
UMovieSceneDMXLibrarySection::GetFixturePatches() returns an invalid patch as follows. The if condition needs to be corrected. TArray<UDMXEntityFixturePatch*> UMovieSceneDMXLibrarySection::GetFixt ...
It seems that local variable creation in control rig isn't following the pattern with regular control rig variables (and general blueprint variables) where the last created and/or edited variable ty ...
It's possible for the server to send a client's character a movement correction with the wrong movement mode. This can occur if a project has client adjustment throttling settings enabled: Networ ...
Running with `r.AsyncPipelineCompile=0` causes the issue not to happen. It fails to open about 4 times out of 5. No such problem in development build., it always succeeds. We noticed that if we de ...