When editing a component property in the level viewport, if the component was added via the Blueprint Editor, pressing Enter after changing a value causes the details panel to lose focus. This inter ...
The UV coordinates for visualizing the mesh painting texture on Nanite spline meshes are not working correctly. This runs the code in the NANITE_VISUALIZE_MESH_PAINT_TEXTURE section in NaniteVisuali ...
Hi Epic, In MaterialExpressions.cpp UMaterialExpressionSphereMask::Compile(), hardness is not calculated the same way in both <if> conditions. One is missing a multiplication by 0.01f. Specificall ...
From Licensee: We discovered a pretty big performance hit in editor when loading level instances for a world partition map, specifically: EditorActorFolders.cpp:FActorFolders::OnAllLevelsChanged() ...
From licensee: Water Body Custom Actors generate this warning during Map Check: WaterBodyCustom_UAID_507C6F36B9215C5B02_1871778061 Static mesh actor has NULL StaticMesh property. To reproduce, si ...
From the body of the ticket: We aim to do as much of the work off the game thread as possible to avoid impacting frame rate. We've recently found a crash during collection of the geometry slices fr ...
When a TInstancedStruct contains a UObject marked with EditInlineNew and DefaultToInstanced, the reference is lost after compiling the Blueprint but only when the struct is part of a native Actor cl ...
This looks to be because the debug drawing uses FQuat:Identity for the capsules, rather than the character's orientation. ...
Lumen HWRT, combined with Niagara Mesh Renderer, can cause the Lumen Scene to be reset, resulting in a sudden change to indirect lighting. ...
Context Unreal Insights displays Timing Insights that can include GPU timing information. Rendering code such as FDeferredShadingSceneRenderer::RenderPrePass() generate such events.Problem Certain f ...