The sphere cast module has some custom HLSL that calls QueryMeshDistanceFieldGPU, the signature for the function changed, but the HLSL wasn't updated to match so it fails to compile. ...
The leaking variable is UInstancedStaticMeshComponent::InstanceDataBuffers. The memory block is passed to InitPerInstanceRenderData() via InstanceDataBuffers.Release(). But the function doesn't mana ...
Observe the video does not loop correctly. It only plays a portion that gets shorter with every loop until playback ultimately stops. ...
If the actor is in sublevel and user play simulate or PIE, the actor can't be moved by drag gizmo. Even if under the same conditions, editing transform of detail panel work properly. So I guess that ...
A user has reported on salesforce that their RVT material is returning black. After following the publicly available Epic Quick Start guide online I encountered the same issue. The ticket was repor ...
When creating Soft Object Variables of Actor or Character blueprints, the default value of the variable is greyed out and unable to be changed. I was able to create a Soft Object Reference of the Th ...
setting GSupportsTimestampRenderQueries=false or r.GPUStatsEnabled=0 can fix it ...
When adding multiple Hierarchical Instanced Static Meshes on a loop and packaging the project in Shipping configuration the application crashes due to LowLevelFatalError [Link Removed] [Line: 1431] ...
In UReplicationGraphNode_DynamicSpatialFrequency::CalcFrequencyForActor, the ActorChannelCloseFrameNum is updated for the actor but not its dependents when calculating FramesTillReplicate. As a resu ...
When DuplicateWorldForPIE is called and serializes the references in another AlwaysLoaded sublevel, the properties of a ChildActorComponent are confusingly inaccurate. ...