If multiplying a mesh with ComplexCollision by inverse scale, the geometry may not be created on the mesh. This may depend on the assets of the mesh. In the sample example, the navmesh is not create ...
"stat llm" does not show that the Audio summary value is the sum of Audio related tags. In the attached screenshot, when executing "stat llmfull", the AudioSummary value is less than the sum of "Aud ...
Destroying the owning actor as a response to an anim montage's anim notify causes unsafe access of the current anim montage. See repro steps. ...
We've seen some reports of GPU memory leaks during source control operations caused by the animation of the throbber widget, potentially leading to a crash if GPU memory runs out. The crash has been ...
If executing CreateDynamicMaterialInstance and SetTextureParameterValue on BeginPlay for the decal component, the decal will be different the first and second time level streaming. ...
In the following section, AnimationStreamingManager incorrectly adds in Audio's LLMTag. void FAnimationStreamingManager::UpdateResourceStreaming(float DeltaTime, bool bProcessEverything /*= fals ...
The problem seems to be that FLevelSequenceBindingReference::Resolve () fails due to LoadPackageAsync() called in the FStreamableManager::StreamInternal() function. The licensee reports that the pro ...
Lumen generates a gradated shading even if objects are lit by a 360-degree constant sky light.[Link Removed][Link Removed] I looked into this and found that this comes from Spherical Harmonics int ...
Collision filtering is producing unexpected results in certain setup. Objects are passing through one another when they are expected to collide. ...
The flag is not propagated in FPrimitiveSceneShaderData::FPrimitiveSceneShaderData and so is missing in GPU-Scene primitive data. Need to add: .UseSingleSampleShadowFromStationaryLights(Proxy->UseS ...