A licensee reports that their large map has a 10s cost in the AssetRegistry when resaved. They took a profile and found the cost is mostly in LoadCalculatedDependencies for the map, and most of that ...
Something is wrong with the TargetInfo.json file generated when they are some Marketplace plugin installed. The client reported this workaround: Backup the plugins found in Engine\Plugins\Marketp ...
Platforms .ini config files can end up with incorrect data, due to how ProjectSettings manages the config data. On a Windows machine, if we open the ProjectSettings window, all the data is going to ...
The explanation from the licensee seems pretty comprehensive. Text from the UDN: We've been trying to run fixupredirects via the resavepackages commandlet, but noticed that the OFPA assets were no ...
Originated from UDN post:https://udn.unrealengine.com/s/question/0D5QP000007QWuz0AG/additionalplugindirectories-outside-of-project-visual-studio-and-zenstore QUOTE: TLDR: Use of 'escape' paths in U ...
FStreamableHandle (used as part of the FStreamableManager system) has a CancelHandle function that stops it from calling any completion callbacks related to that handle (it could cancel the load req ...
We've had two reports on UDN where FInterpCurve<T>::FindNearestOnSegment returns either "NaN for the final value in the DistancesSq array during the first Newton iteration step." The licensee on on ...
Engine built with Clang throws an exception when calling RtlVirtualUnwind with a different thread ID. Engines built with Microsoft compilers do not occur this problem. For example, if starting PI ...
When editing a level with many actors (1000+), deleting an actor results in a noticeable hitch: the editor becomes unresponsive for seconds. This hitch becomes longer the more actors are loaded and ...
The cause of this problem is the Engine has code paths which register a new allocated object to Map without deleting the previous object. In the repro project, whenever hitting Space Bar, the level ...