FGeometryCacheStreamingManager::RemoveGeometryCache calls FlushRenderingCommands which shows up as a hitch when profiling. [Link Removed] Ideally the flush added in CL#23782411 to fix a rare deadl ...
Calling the ApplySettings method on a UGameUserSettings object results in a noticeable hitch, with severity proportional to the number of primitive components present in the scene. This hitch stems ...
From customer: "In the StaticMesh Export option, when bExportSourceMesh is set to True, exporting StaticMesh Assets and importing them into DDC tools such as 3dsMax or Maya results in the UVs being ...
If 'Enable Physics Interaction' is disabled, the player can still interact with physics objects User Description: I have a Bus Vehicle with custom physics (skeletal mesh). So I can walk through th ...
After enabling the new 'Support Global Clip Plane for Planar Reflections' option in 4.12, the project hangs at 45% after restarting. As a note, I had another teammate attempt to enable this option ...
The Tile Map grid is consistently visible when playing and viewed through Orthographic camera. The user reporting the issue noted some observations which I can also confirm are occurring in both en ...
The Displayed Render Target Textures are not accurately resizing when the Game is played in Fullscreen mode. [Link Removed] Also tested in Promotable-CL-2455917 ...
Trigger class bp doesn't recognized custom Object Collision settings for overlap User Description: When I place a trigger box in the world it blocks the player. I have it setup up so that the pla ...
The 'Expose on Spawn' inputs when calling the SpawnActor from Class node disappear if you promote the Actor Class to a variable. You would think that as long as the promoted variable is referencin ...
Using tessellation on Landscapes causes a greater impact in performance than what is expected. In the screenshots provided there is a comparison between tessellation disabled and flat tessellation ...