A typo in a conditional compilation macro in NaniteRasterizer.usf causes code controlling distant tessellation reduction to never be included in final shader code. This means that the low tessellati ...
Content is Missing from Cook warnings are warnings reported at the end of cook phase of a project's data build. They report that data used by a cooked package will not be available at runtime. This ...
An ensure is hit for static raytracing geometry because skeletal mesh assets that had ray tracing disabled were not handled in: FSkeletalMeshSceneProxy::GetStaticRayTracingGeometries The concurrent ...
It seems the FEditorShaderCodeArchive.LoadExistingShaderCodeLibrary missed some functions, use FEditorShaderCodeArchive.AddShaderCodeLibraryFromDirectory instead could fix the issue. ...
Upon light debugging, it seems like the overrides depend on the name of the actors in the LI. The duplicated LI does have FLevelInstanceActorPropertyOverride but the Actor names were not updated upd ...
When "r.CreateShadersOnLoad" is enabled, cooking will crash due to failure to create a shader. This occurs on //UE5/Release-5.5, CL: 41545209 and //UE5/Release-5.6, CL: 45232827 ...
Version: Main branch 46320669; 5.7 Preview Epic Launcher pre-built; Issue: Playing a <sequence> that is withing a <level instance> turns back on gray <level instance editing> visualizing shader e ...
Context: The Window tab allows a user to open the Levels window in order to add a sub-level to a persistent level. For Unreal Engine 5.0 and beyond, World Partition has made the Levels window obsole ...