From this UDN: [Link Removed] The customer reports that this issue did not happen in 5.4. ...
When working on the level editor viewport or testing on PIE, the visual appearance of additive/translucent lit materials changes significantly (and abruptly) when varying the camera FOV or the viewp ...
The game can crash when one thread clears RunTimeToPSOUsage while another thread is expecting it to contain a PSO it is registering stats for. Thread A: calls CacheGraphicsPSO() Thread B: calls C ...
Context The property 'DefaultStartingData' in AbilitySystemComponent can be configured from blueprint to spawn default attribute sets. This happens OnRegister. For runtime spawned actors like pawns ...
In StringTrace.cpp, the TraceString(const TCHAR* InString) function has an erroneous return statement before UE_TRACE_LOG_DEFINITION within the branch checking if the string is already in the set. ...
D3D12Texture::Lock computes the size of the staging buffer on Line 1541 of D3D12Texture.cpp. This size uses the RowPitch, which for BCn resources encapsulates the size in bytes of a single row of bl ...
Users affected: 73 Total occurrences: 156 Last occurrence: October 22nd 2024, 9:59:58 am First occurrence: October 2nd 2024, 4:53:30 pm Latest version: ++UE5+Release-5.5-CL-36679577 Platform: Win64 ...
A licensee reported occasionally triggers an ensure during automation testing, potentially when the GameThread flushes Visual Logger via FVisualLogger::Flush() and an animation worker thread executi ...
Currently, Niagara Components are only expected to have their TickComponent() method called when their system is marked as "Solo", which makes them be simulated individually. In the most common scen ...