The customer provided reproduction steps and a trace file that crashes Insights. From the customer: manually placing if (!CurrentGraph) Unknown macro: { return; } nullchecks in RenderGraphInsi ...
Result : all the RTs allocated for edit layers (in global merge mode) will be padded to the next power of 2 for no good reason, which can lead to out-of-VRAM (as reported by [Link Removed]) ...
We're encountering an issue when using object tracks in subsequencer. When enabling blending on a subsequencer section, the object reference resets throughout the entire duration of the track. Inte ...
It's possible for NaniteStaticMeshesInFlight to never be decremented because all the background workers are waiting indefinitely for the ones in flight to complete their static mesh build. ...
In UE 5.5, the fix applied by CL 36529858 in ue5-main updated USkeletalMeshComponent::ClearAnimScriptInstance() to call AnimScriptInstance::UninitializeAnimation() on the animation instance. This, i ...
When using State Trees, the AI Debugger can be accessed during play to show information about their current execution state. If a behavior tree is currently in a state that references a linked tree, ...
FRHIMemoryPool will leak data when it is destroyed. "FRHIMemoryPool::Init()" will create "FRHIMemoryPool::DesiredAllocationPoolSize" new "FRHIPoolAllocationData" objects, stored in "FRHIMemoryPool: ...
The GPU may time out in NaniteSplit when drawing VSM shadows for Nanite Tessellated landscape with in a scene with several local shadowed point lights. The issue doesn't reproduce in 5.6, likely to ...
Intel reported GPU crashes on their hardware caused by divergent group barriers in ScreenProbeConvertToIrradianceCS:[numthreads(THREADGROUP_SIZE, THREADGROUP_SIZE, 1)] void ScreenProbeConvertToIrra ...