The crash occurs when FWorldPartitionHLODUtilities::BuildHLOD attempts to build an approximated mesh that has all of its contents culled during generation, this can happen when an approximated mesh ...
[Link Removed] for reference Playing back a sequence shouldn't have buffered samples. We should have a single one, which was built from the sequence. We need to make sure when played back that it ...
From Licensee: The bug comes from the call of the function `FoliagePartitioningUtils::Update` in the method `AInstancedFoliageActor::MoveInstancesForMovedComponent`. When the function `FoliageParti ...
Licensee reports change of behaviour between UE4 and UE5 when reimporting a mesh after changing its lightmap build settings. Change of behaviour occurred in 17404767, which was to fix a similar pro ...
This is a path specification problem, so if the correct path is given, the DLL will load correctly.static void DumpShaderAsm(FString& String, const D3D12_SHADER_BYTECODE& Shader) { #if D3D12RHI_US ...
As you can see from the above callstack it appears that calling RestoreArea can call FindPotentiallyClosedTab again higher in the stack, which can Remove() an entry from CollapsedDockAreas- this cau ...
When using an RVT with BaseColor/Normal/Roughness format on DX12 with a GPU that supports Tier2, a GPU crash may be seen. ...
There is no particular error. Developer can ignore it. ...
In my case I used the erosion brush and smooth brushes. Not a regression checked in Version: 5.1.0-23058290+++UE5+Release-5.1 ...