This seems to be because IsNetRelevantFor checks if the actor is hidden, resulting in a hidden actor not being considered relevant to clients. However, if it is a net startup actor, this will result ...
Unlike other range wrapper structs, such as FFloatRange, marking a FDateRange as a UPROPERTY results in the following error: error : Unable to find 'class', 'delegate', 'enum', or 'struct' with nam ...
Users with large numbers of UObjects (500k+) that are using World Partition want to enable GC actor clustering to handle streaming levels but no performance gains are realized when enabling GC clust ...
In BuildProject.txt, to make relative path to the project outside the engine root, all paths contains “..” after action command directory. D:/dev/UnrealEngine-5.5.0//HLODTemp/f09bf0f5/HLODBuilder0 ...
When a foliage actor contains instances of Nanite and Non-Nanite meshes, the Nanite meshes don't get a selection outline when the actor is selected.[Image Removed] ...
From the body of the ticket: We aim to do as much of the work off the game thread as possible to avoid impacting frame rate. We've recently found a crash during collection of the geometry slices fr ...
When adding a spotlight to the scene it does not correctly use cached virtual shadow map pages when the spotlight overlaps a mesh using WPO. This can be most easily observed by entering 'Cached Pag ...
This seems to occur because of how reliability and the retransmission of dropped data is handled in the engine. If a reliable bunch is dropped, the entire bunch will be resent, but any unreliable bu ...
With Iris enabled, the ItemMap is populated correctly only on the next frame, but it is empty during the callback. This differs from the behavior of the current system, where the ItemMap is populat ...