The leaking variable is UInstancedStaticMeshComponent::InstanceDataBuffers. The memory block is passed to InitPerInstanceRenderData() via InstanceDataBuffers.Release(). But the function doesn't mana ...
This doesn't seem to occur every time I run the editor, I can't get it to repro consistently Note: It is possible that this is happening in blueprints based off of a native c++ class has been rel ...
When using a Translucent or Modulate blend mode decal, the underlying shadow may become visible with VSMs, RT Shadows, and with the Pathtracer. When no normal is applied and a sphere is used to tes ...
After a Start Up movie has completed playing, the initial default map will not load until the user clicks the mouse. The option to 'Wait for Movies to Complete' is checked which will force the user ...
When an actor that is spawned at runtime is moved via SetActorLocation and collides with a static object, no hit events will be fired. If the same static actor begins simulating physics, the dynamic ...
The new SceneCapture2d feature 'SceneDepth in R' is not rendering the scenes depth in both Perspective and Orthographic projections as expected. The user originally mentioned he was using Orthograp ...
Special function key presses and hotkey shortcuts do not register in the editor if they fire key presses instantaneously (0ms). In particular, TypeMatrix keyboards reproduce this error using keyboar ...
When changing Time Dilation settings at runtime, it can cause vehicles to be thrown into the air and exhibit other odd physics behavior. This issue occurs when the Time Dilation is being set from sl ...
Creating a Macro with a Wildcard Array and then using that macro to accept an array as input and attempting to get the first element causes an error to appear in the output log. In the AnswerHub u ...