r.VT.PoolSizeScale should be changeable at runtime so that we can resize VT physical pools for iteration on selecting pool sizes. It works correctly at engine startup but runtime changes have no ef ...
Fix is found in licensee’s pull request:https://github.com/EpicGames/UnrealEngine/pull/10333/files ...
https://udn.unrealengine.com/s/case/5004z00001n9LsOAAU/custom-primitive-data-on-bp-inst ance-not-taking-affect-while-in-editor Original Repo is from 4.27, however, it still happens in 5.2. This is ...
FHighResScreenShotConfig::Init() sets the materials only in the Editor, due to a #if WITH_EDITOR block. However, the FViewport class exposes the TakeHighResScreenShot to non-editor builds as well, l ...
Hitting check(UploadInfo.InstanceCustomDataCount * InstanceCount == UploadInfo.InstanceCustomData.Num()) and also seeing incorrect isntance order after removing instances from HISMs. Additionally ...
UDN: [Link Removed] Slack: [Link Removed] Then, the return value of TryAddMeshBatch is determined by FBasePassMeshProcessor::Process. When the crash occurs, GetBasePassShaders fails to get the shad ...
From the UDN ticket here: [Link Removed] We are developing a plug in which contains classes built from UInstancedStaticMeshComponent, overriding its virtual functions to update our mesh instances o ...