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 ...
This issue is different for the first and second behaviors, which seems confusing when working. ...
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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 ...
Shader complexity reported (on AH) broken on Linux since 4.25. No local repro attempted. https://answers.unrealengine.com/questions/1019826/shader-complevity-view-mode-is-completely-broken-s.html ...
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. ...
Users requested the ability to move only the function declaration to a base class from blueprints instead all of the nodes inside the function. From the user: "Essentially, 95% of the time wha ...