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 ...
Licensees are looking into ways of adding visualizations to the editor worldpartition grid widget. In one example case, just adding some lines to show which parts of the wp minimap belong to which s ...
An ensure is triggered in FBoundsCacheElement::GetValue when adding instances to an InstancedStaticMeshComponent inside a Blueprint’s Construction Script. This occurs when the ISM component is navig ...
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 ...
The default element can be added multiple times and changing the value from the drop down. ...
BoxOverlapActors fails to overlap a scaled Floor actor with a particular scale, from a particular position and extent. The setup is really specific and described in Steps to Reproduce. The required ...
Wrong density calculation in UBodySetup::CalculateMass. The licensee has provided the following analysis and suggested fix: In UBodySetup::CalculateMass, the following code is present: // physical ...
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 loading a mesh asset (static or skeletal) created in an old version of Unreal (e.g. 4.10), any LOD whose LOD screen size was originally set to 0, is converted to 1. This causes LODs that would ...
When loading a static mesh asset created in an old version of Unreal (e.g. 4.10), all LODs have their Screen Size property set to the same value (approximately 1.5). This happens because the static ...