Errors in the log: * Undefined symbols for architecture arm64: * "___isPlatformVersionAtLeast", referenced from: * FMetalResourceHeap::CreateBuffer(unsigned int, unsigned int, unsigned int, mtlpp ...
Building HLODs for a very large landscape with Virtual Textures enabled results in the built HLODs being very dark for the most part. Building the same large landscape's HLODs with Virtual Textures ...
In Unreal Engine 5.6+, the new shader serialization logic in FShaderMapResourceCode::Serialize does not correctly handle cooked assets that are loaded back into the editor (e.g., from a mounted .pak ...
UPDATE This issue no longer reproduces on driver versions 580.88 and higher. City Sample game crashes immediately upon opening with a NVIDIA 5080 with the latest drivers as well as some previous dr ...
When trying to copy a setter node for a GameplayTag variable from one eventgraph to another eventgraph the engine crashes. If the blueprint that is copied into has a GameplayTag variable with the sa ...
FOnlineSessionLive::CreateSession creates the session early into the method. Later, the method can fail but the session and is never cleared up (see the various catch statements in the tasks which o ...
Separating [Link Removed] into Nvidia and AMD tickets.This ticket will house Nvidia information Exported data on 5/14/2019 with following Query:1 Month Time FrameMajorVersion is 4.22.1Callstack Con ...
The TSR History Rejection buffer develops a grid-like artifact over translucent, camera-facingplanes. This problem can be mitigated by increasing r.TSR.ShadingRejection.TileOverscan from 3 to 4 with ...