Dragging a BP actor containing a child actor component of an actor class with a static mesh as its root component into the scene viewport will cause artifacts and hit SceneData.AttachmentCounter.Get ...
The function "FStaticMeshLODResources::GetResourceSizeEx(...)" does not take into account that the buffers might be emptied, due to Mesh Streaming. This causes "obj list" to report sizes larger than ...
When the cvar "r.VolumetricRenderTarget.PreferAsyncCompute" is enabled, it will cause Volumetric Clouds to ignore the influence of Volumetric Fog. In high-fog environments, this can cause the clouds ...
From licensee:"Testing incremental GC on our project we have ran into an issue with level streaming where levels will get stuck in the 'loading' state in packaged builds. The issue appears to be due ...
This issue seems to stem from HasClientLoadedCurrentWorld returning true in AGameMode::RemovePlayerControllerFromPlayerCount. When removing a player controller, the GameMode checks if a seamless tra ...
Here is a snap shot of the propose UDN change: TRACE_CPUPROFILER_EVENT_SCOPE(ValidateTextureOverridesForPIE); TSet<UMaterialInterface*> ProcessedMaterials;TArray<UPrimitiveComponent*> Components; ...
There currently is a mismatch occurring when light function atlases are used in conjunction with exponential height fog. When the flag r.VolumetricFog.UsesLightFunctionAtlas is enabled, light shafts ...