When adding an asset directly to a blueprint, it is not in the streaming components, so the assertion fails when setting the geometry cache. ...
A check() is being hit intermittently when using adaptive virtual texture. check(Entry.Magic == Handle.Magic) inside FVirtualTextureProducerCollection::GetProducer ...
When implementing Volumetric Clouds in a splitscreen game, the clouds on the second player's screen render incorrectly. If the Two Player Splitscreen Layout is set to Vertical, then the clouds rende ...
RVT only primitives are being pushed through the occlusion culling. It would be more efficient to not do that. ...
This is related to the optimization applied in CL#13181876. Binding simulation mesh to display mesh can't find the nearest triangle when a triangle is located near the AABB boundary. ...