Context: FMaterialPSORequestManager::PrecachePSOs() is called at runtime when an asset utilizing a material is loaded. This occurs during engine init, travel, and when any async or synchronous load ...
Context UEditorEngine::OnAllPIEInstancesStarted() is a virtual function that gets called when launching Play-in-Editor. It can be overridden if the game project chooses to introduce a subclass of U ...
Display DrawDebugSphere at the DefaultPawn's positionSet bConstrainAspectRatio=true on the DefaultPawn's CameraComponent Setting bConstrainAspectRatio=true in CameraComponent causes DrawDebug renderi ...
UReplicationGraph::ProcessRemoteFunction does not check if the client has the same loaded world as the server when sending a multicast RPCs. For actors that are persisted partway through a seamless ...
When analyzing materials that use Material Layers, Material Analyzer reports that multiple Material Instances “share the same static parameter array” and therefore recommends reparenting so that onl ...
This is somewhat related to [Link Removed] Closed and was brought up by a [Link Removed] Setting the CVar input.bRespectIM ...
Starting with Unreal Engine 5.7, specular reflections on clearcoat Materials are less pronounced. Unreal Engine 5.5 tests performed on //UE5/Release-5.5/, CL: 41545209 ...
[Link Removed] We always need to build texture data which requires building debug view mode shaders to do some rendering to get texture densities. Can we find another way to do this? Can we at le ...
When MovementMode is set to PHYS_Flying, the character may unexpectedly step down by MaxStepHeight when colliding with a wall near a ceiling. This occurs because UCharacterMovementComponent::StepUp ...