Attached actors do not return to LevelInstance space at the end of LevelInstance editing, and bounds contains level instance offset location. This results in huge bounds. My workaround is: void FL ...
Debugging the code I have been able to verify that in GeometryCollectionComponent.cpp line:2318, the if condition happens every two frames. I think DynamicCollection is not setting all the frames a ...
Report from a licensee that InitializeControlRigComponent using CR_Frame_Destructible in city sample is taking a lot of frame time. It seems that a lot of time is being spent hashing and also URigV ...
This is general for any UV channel past what the static mesh has, rather than specifically for UV channel 1. ...
This seems to be because of recent changes made for [Link Removed]. Now that UNetDriver::bInTick is being properly tracked for derived classes, AOnlineBeacon::CleanupNetDriver is now deferring destr ...
Current LinkerInstancingContext are copying instead of being shared internally during loading which can induce a lot of memory usage when used with World Partition which can contains a lot of mappin ...
Recent changes in the MeshReductionManagerModule::StartupModule() have introduced issues where it won't respect what reduction modules have been set in the config file. This is a big issue for plugi ...
Skeletal mesh bones cannot be selected in the viewport of the IK Retargeter. They can still be selected via the bone name hierarchy. Reproduces in the following://UE5/Release-5.1 CL 2390901//UE5/Re ...