Hierarchical LOD meshes are not frustum/occlusion culled ...
Regression no, the issue was reproduced in Windows //UE5/Release-5.0 CL 20280985 repro rate 3/3 After the user tries reimport mesh with nanite enabled from mesh editor the mesh was reimported with ...
This is a regression tested in //UE4/Release-4.27 CL#18319896 Stat AI reports AI rendered regardless of frustum setting. ...
See [Link Removed] ...
Nanite mesh socketed to a Skeletal Mesh is not affected by the 'Owner No See' or 'Only Owner See'. Compared this against a regular Static Mesh. ...
WorldPartitionFoliageBuilder commandlet can incorporate foliage instances into the correct IFA. But it removes the connection information between base meshes and the foliage instances. ...
As per a bug report from Pixomondo: if there are two static meshes in the scene and one has a rotation, it gets a GPULM bake artifact as if it is intersecting with the unrotated version of itself. S ...
DeferRunningConstructionScripts has been added as a workaround for a issue by asynchronous mesh compilation, but it doesn't consider BeginPlay. Therefore, if DeferRunningConstructionScripts is execu ...