The logic for selecting a page table texture in FVirtualTexturePageTable::Initialize() uses the indexing for texture layers (index 0-7) to fetch from the page table textures (index 0-1). All RVT for ...
It is currently not possible to set a VirtualTextureStreamingPriority via the TextureLodGroups that are defined in a device profile. ...
When launching the editor with the -AsyncLoadingThread command, the engine uses an asynchronous thread to load and instantiate UObjects. At this point, if the instantiated UObject contains an FData ...
The unreal.ControlRigContextMenuContext.get_control_rig_blueprint() this function has been deprecated in Unreal Engine 5.7. As a result, the Python scripts included with the Control Rig plugin no ...
When a Composite Data Table is included in the "Gameplay Tag Table List" on the Project Settings, making and saving changes to one of its Parent Tables does not cause the Gameplay Tag Tree to refres ...
A possible race condition allows texture instance views to read uninitialized bounds, causing either garbage or zero screen size values to be returned by FRenderAssetInstanceAsyncView::GetRenderAsse ...
When Saving the level, ULevelInstancePropertyOverrideAsset::SerializeActorPropertyOverrides will run UStruct::SerializeTaggedProperties to "diff-serialize" each object against its archetype (the LI ...
Modules in the particle spawn stage get unlocked and lose inheritance after changing the inherited emitter's interpolated spawn mode to "No Interpolation" then resetting. ...
The following functions have been found to perform unchecked casts of the pawn's "UpdatedComponent" to class UCapsuleComponent, possibly resulting in crashes:UFloorQueryUtils::ComputeFloorDist()UGro ...
Instanced static mesh component does not add instances transforms to PerInstancePrevTransform array when using UInstancedStaticMeshComponent::AddInstances. Additionally Updating the transforms of th ...