Bindless textures do not appear to stream mip levels. This issue is separate from an already reported bindless virtual texture streaming issue. When the editor is freshly launched or when mip level ...
Licensees have reported crashes being triggered while the engine is resolving debug markers for an Nvidia Aftermath dump. This makes it difficult to properly investigate crashes ...
When multiple render commands are enqueued before the graph task runs for a prior enqueued command, the new commands will be put into the Queue for the task to run and no context is captured. When t ...
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 ...
D3D12Texture::Lock computes the size of the staging buffer on Line 1541 of D3D12Texture.cpp. This size uses the RowPitch, which for BCn resources encapsulates the size in bytes of a single row of bl ...
Users affected: 73 Total occurrences: 156 Last occurrence: October 22nd 2024, 9:59:58 am First occurrence: October 2nd 2024, 4:53:30 pm Latest version: ++UE5+Release-5.5-CL-36679577 Platform: Win64 ...
iOS package with Metal Desktop Renderer enabled crashes on iPhoneThis issue does not occur if Metal Desktop Renderer is disabled ...
A UDN user reported that the D3D12 resource allocator defragmentation operation races with view creation. View creation needs to be always deferred to the RHI thread. ...
The FLinearColor implementation for FVulkanDynamicRHI is incorrect. FLinearColor stores 32 bit floats in linear space, while FColor stores 8 bit integers encoded with sRGB applied. The implementatio ...
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 ...