Instanced static mesh component does not add instances transforms to PerInstancePrevTransform array when using UInstancedStaticMeshComponent::AddInstances. Additionally Updating the transforms of th ...
When launching Unreal Engine with the Vulkan RHI, SM6 and RenderDoc Auto Attach on Startup enabled, the engine fails to initialize with the error: “A compatible Vulkan Driver is required to run the ...
From licensee: I’ve found an issue with the visualization of PlayerCollisions when using LandscapeSplineMesh with a mesh that has Nanite enabled. The Chaos collisions shown in the Chaos Visual Debu ...
When capturing a trace in Unreal Insights, all r.rhisetgpucaptureoptions=1 (r.RDG.Events=3) all RDG pass events appear simply as RDGEvent, without the actual name due to the logic for RDG_EVENT_SCOP ...
When using a state tree that has a StateTreePropertyRef as a parameter in parallel any references will fail to resolve using the GetPropertyRef node. ...
A WorldPartition map used as a level instance that's set to standalone mode doesn't load its actors in the editor. ...
Newly generated MidPhases are copied into the array accessible in the NarrowPhase after the OnPreSimulate callback is invoked. As a result, it is not possible to modify newly created MidPhases withi ...
In 5.8, after entering PIE, the editor will start doing two SceneRenders per frame. This dramatically drops performance. Presumably this second render is for the inactive / unfocused editor viewport ...
SaveGeneratedTexture2DAsset can crash for a variety of reasons when overwriting an existing texture asset. When no existing asset exists, the function simply moves the provided transient Texture ass ...