Hi Epic, In MaterialExpressions.cpp UMaterialExpressionSphereMask::Compile(), hardness is not calculated the same way in both <if> conditions. One is missing a multiplication by 0.01f. Specificall ...
From licensee: Water Body Custom Actors generate this warning during Map Check: WaterBodyCustom_UAID_507C6F36B9215C5B02_1871778061 Static mesh actor has NULL StaticMesh property. To reproduce, si ...
When an Instanced Static Mesh Component (ISMC) uses a material with a non-zero Max World Position Offset Displacement, the bounds are correctly expanded at initialization. However, after calling Upd ...
Calling the ApplySettings method on a UGameUserSettings object results in a noticeable hitch, with severity proportional to the number of primitive components present in the scene. This hitch stems ...
Water is missing, appears in strange blocks, or appears in wrong places due to incorrectly rendered WaterInfoTexture. The WaterInfoTexture is part of the WaterZone actor. ...
A licensee has brought up that the GPU breadcrumbs are incorrectly displayed with traces taken on the Intel GPU Analyzer tools (see screenshot). It looks like the format string is being passed on in ...
FGeometryCacheStreamingManager::RemoveGeometryCache calls FlushRenderingCommands which shows up as a hitch when profiling. [Link Removed] Ideally the flush added in CL#23782411 to fix a rare deadl ...
When loading soft object paths directly, it applies any important CoreRedirects by calling the function FixupCoreRedirects if the initial load attempt fails. In the repro steps, this will apply this ...
This is a speculative bug report from the user. The fix for this is to re-do the work of 31224705 but in a better way. The "bShouldBeIgnored" flag is being overriden by the previous mapping's va ...
When adding a sub level with world partition streaming to a main level where the streaming is also enabled, setting* Level Behavior* of the sub level to Standalone, and saving the result, in the fir ...