The order of world and game instance initialization is different between a true standalone game (cooked game or an editor build with -game) and a Play In Editor game. Specifically, in Play in Editor ...
Report from a licensee that InitializeControlRigComponent using CR_Frame_Destructible in city sample is taking a lot of frame time. It seems that a lot of time is being spent hashing and also URigV ...
This is general for any UV channel past what the static mesh has, rather than specifically for UV channel 1. ...
Version to VersionResultsNew 5.0.3 project to 5.1.1Works as ExpectedNew 5.1.1 project to 5.2Works as ExpectedNew 5.0.3 project to 5.1.1 to 5.2Bug OccursNew 5.0.3 project to 5.2 Bug Occurs The scene ...
This seems to be because of recent changes made for [Link Removed]. Now that UNetDriver::bInTick is being properly tracked for derived classes, AOnlineBeacon::CleanupNetDriver is now deferring destr ...
The "OtherActor" pointer in an FComponentReference is invalidated when the referenced actor is reinstanced after compilation. ...
Current LinkerInstancingContext are copying instead of being shared internally during loading which can induce a lot of memory usage when used with World Partition which can contains a lot of mappin ...
While attempting to connect and travel to a new server, the client's NetDriver will be shutdown, and a new pending net driver created (in UEngine::Browse). When the original NetDriver is destroyed, ...
The project was built in Unreal 4.27.2 binary from the Epic Games Launcher. At this stage we have only observed the crash on devices with a hardware combination of Apple A9 1.8 GHz and 2GB of Memory ...