In 5.8, UPrimitiveComponent::OnUnregister resets FPSOPrecacheComponentData, which clears bPSOPrecacheCalled (regression from CL 48140040). ULandscapeComponent and UGroomComponent only call PrecacheP ...
My understanding of the Auto Size feature on sections in Sequencer is that I should be able to auto size a section based on its contents. For example, if pressing auto size on an animation clip, it ...
POST LINK: https://forums.unrealengine.com/t/ue-5-8-mediaviewer-crash-when-switching-level-editor-viewport-type-to-cinematic-viewport/2747407 POST BODY:Summary The editor crashes when Media Viewer ...
5.8 added Sequencer.AllowPausedClock (on by default) in FMovieSceneTimeController_ExternalClock::OnRequestCurrentTime (MovieSceneTimeController.cpp): PausedTime = Context.World()>RealTimeSeconds - ...
Summary The FWaterBodyInfoMeshSceneProxy constructor (WaterBodyInfoMeshComponent.cpp) calls UWaterBodyComponent::MarkOwningWaterZoneForRebuild(). The proxy is created from CreateRenderState_Concurren ...
Summary Water can sporadically disappear in World Partition maps that have multiple spatially loaded AWaterZone actors. FWaterViewExtension::UpdateGPUBuffers() builds the WaterZoneData and WaterZone ...
In 5.8, weightmap layer allocations of a landscape component leak into its left, top and top-left neighbor components when Edit Layers are merged. Neighbors end up with layers that were never painte ...
With Sequencer.CustomTaskScheduling enabled, a task graph with more than 512 tasks can hang FEntitySystemScheduler::ExecuteTasks. Reported by a licensee, they hit it with a 528 task graph under Clan ...
When using the Material Switch node in Mutable (UE5.8), I do not seem to get pins to wire in my Materials to switch between. Other switch nodes like Mesh Switch seem to work fine. ...
A licensee is reporting that OnHandleSystemEnsure will only be broadcasted for the first 4 ensures in the life of the process. This is hardcoded with MaxPreviousErrorsToTrack. The licensee is using ...