A UDN user reported that the D3D12 resource allocator defragmentation operation races with view creation. View creation needs to be always deferred to the RHI thread. ...
The FLinearColor implementation for FVulkanDynamicRHI is incorrect. FLinearColor stores 32 bit floats in linear space, while FColor stores 8 bit integers encoded with sRGB applied. The implementatio ...
Running with `r.AsyncPipelineCompile=0` causes the issue not to happen. It fails to open about 4 times out of 5. No such problem in development build., it always succeeds. We noticed that if we de ...
This is a crash related to copying depth-stencil render targets to the CPU. See linked UDN for more info. ...
While working with DirectX 12 in the project settings, the editor crashes by check() code when attempting to create a static texture from a non-HDR Cube Render Target asset. This crash doesn't occur ...
QAGame Win64 Development BootTest: * Ensure: Ensure condition failed: oldValue == newValue [File:D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\HAL\ThreadingBase.cpp] [Line: 311] oldVal ...
Project include a hdr texture "desert_outer_hdr" Texture size is 512*512*6, compressed with ASTC 6x6 HDR profile Stride should be: ceil(512/6)*16 = 1376 bytes However, if connect to xcode debug, ...
If using the Legacy renderer (Movie Scene Capture) with DefaultRHI DirectX12, there's new delay and also some frames get weird artifacts. However, the delay and artifacts do not appear when using ...