There is an excessive number of page updates when a Nanite landscape has a runtime virtual texture material applied to it with a shading model set to ClearCoat or Cloth (instead of Default Lit). The ...
FCableSceneProxy::BuildCableMesh in CableComponent.cpp:233 showed up as a hot spot in profiling because the two TArray allocators in SetDynamicData_RenderThread used by BuildCableMesh are created an ...
Context One File Per Actor (OFPA) reduces overlap between users by saving data for instances of Actors in external files, removing the need to save the main Level file when making changes to its Act ...
Even though the particles are not moving, and the velocity is zero, the output motion vectors are non-zero. This seems to only happen if using two sources of particle positions. ...
If you attempt to build the Horde server Docker image right now it fails unless you have some of the layers cached or a nuget proxy/cache that has cached some packages. JetBrains have renamed their ...
When MotionExtrantorModifyer is applied to a skeletal mesh, it outputs an import error of AnimationModifierLibrary when the editor is launched. The project module and the AnimationModifierLibrary mo ...
When creating an anim streamable we immediately fail a check in the compression code in FCompressibleAnimData::FetchData: checkf(AnimSequence, TEXT("Invalid animation sequence while trying to fetc ...
Some licensees have reported seeing intermittent corruption of runtime virtual texture tiles. This hasn't been reproduced at Epic. Usually this shows up as some small percentage of rendered tiles l ...