RemoveAfterSecondsLambda in AddTimedDisplay function may access released memory during level transitions. The following workaround works : void UViewportStatsSubsystem::AddTimedDisplay(FText Text, ...
Reproduced 7/10 times. Issue also occurs in //UE5/Release-5.0 - CL 20979098 Binary. Confirmed NOT a Regression. ...
Reproduced 10/10 times. Issue also occurs in //UE5/Release-5.0 - CL 20979098 Binary. Confirmed NOT a Regression. None of these settings seemed to have any effect:Preselect at Level Load (Random nod ...
We've noticed that when we use the merge actors batch option, the partitioned world will get dirtied after the operation. This occurs in FMeshMergeUtilities::MergeComponentsToInstances: if(bAct ...
Repro Rate: 5/5 This issue was encountered in the 5.1.0 live launcher build of //UE5/Release-5.1 at CL 23058290 and reproduced by other users. Regression tested against the 5.0.3 live launcher bui ...
(Enduring Games) Included Insights trace to show the memory spike in LLM followed by some pretty large time cost frames in the timeline. (Link to insights trace in comments section) ...
The exporter export the render data and the nanite render data is on the gpu and is not accessible, this is why it export the fallback mesh. Its more complex then it appear since we will need to do ...