When regular texture streaming is used (not virtual textures), the largest mips are always loaded for ISM mesh textures whenever the camera is inside the bounds of the ISM even if the instances are ...
This is somewhat related to [Link Removed] Closed and was brought up by a [Link Removed] Setting the CVar input.bRespectIM ...
SaveGeneratedTexture2DAsset can crash for a variety of reasons when overwriting an existing texture asset. When no existing asset exists, the function simply moves the provided transient Texture ass ...
Unreal currently locks any assets that are loaded. Actions such as "revert" from within the editor handle this properly by unloading the asset but unshelving from within the editor does not respect ...
When using the Enhanced Input Context, the Input Touch Hold trigger does not reset correctly after releasing a touch input. Unlike Mouse Hold, which keeps firing Canceled events as expected, Input T ...
We've been tracking down a problem recently with the Gameplay Ability System where a gameplay effect is properly removed on the server, but the client has the gameplay effect stuck on permanently. ...
HZB Occlusion causes large stalls (greater than 5ms seen) on the render thread due to an RHI flush. This is caused by the following code in FDynamicRHI::RHIMapStagingSurface_RenderThread which force ...
Shaders that compare custom depth and pixel depth get wrong output values because the ranges are different. This error is most noticeable over large distances. The difference in ranges is due to t ...
When DirectoriesToAlwaysCook is placed in a platform-specific configuration file, the cook process does not read that entry when cooking content for that platform. The editor is aware of the platfo ...