Here is a snap shot of the propose UDN change: TRACE_CPUPROFILER_EVENT_SCOPE(ValidateTextureOverridesForPIE); TSet<UMaterialInterface*> ProcessedMaterials;TArray<UPrimitiveComponent*> Components; ...
UInterchangeGenericLevelPipeline::ExecuteSceneNodePreImport is iterating all nodes for every actors it create. We need to cache the result. ...
There currently is a mismatch occurring when light function atlases are used in conjunction with exponential height fog. When the flag r.VolumetricFog.UsesLightFunctionAtlas is enabled, light shafts ...
The ComponentMaterialTrack recently got upgraded to be able to animate parameters on different types of materials. This meant using an FComponentMaterialInfo to describe which material was being ani ...
Copy and paste from one sequencer to another does not work as expected. Let say there is a certain folder structure like this;[Link Removed] Then you press Ctrl+A then Ctrl+C for copying and past ...
Just a regression introduced with the VisLogger changes. ...
The Editor will crash if Groom Hair Cards are viewed with the Light Complexity View Mode. ...
In 5.4.3, a nanite enabled mesh with a material that takes its vertex color (R) and uses it as the opacity mask output in a masked blend mode material, causes the mesh to have disappearing polygons ...