HZB Occlusion causes large stalls (greater than 5ms seen) on the render thread due to an RHI flush. This is caused by the following code in FDynamicRHI::RHIMapStagingSurface_RenderThread which force ...
When using TMap with "Categories" meta UPROPERTY tag for gameplay tags, it propagates into structs that it shouldn't reaching into. The expectation is that it would only impact the layer of gameplay ...
When loading a mesh asset (static or skeletal) created in an old version of Unreal (e.g. 4.10), any LOD whose LOD screen size was originally set to 0, is converted to 1. This causes LODs that would ...
When an animation is currently blending out due to automatic blend out or GameplayLogic, further StopMontage with specific BlendOut will not update the time to blend out of the current blending out ...
Context State Tree Tasks have a configurable default value 'Should State Change on Reselect' which controls whether the task receives a EnterState/ExitState if completion of the current state is fo ...
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There is an issue with UPROPERTY enums where the tooltip does not update as expected. When the DetailViewWidget is refreshed, the tooltips appear correctly. For example, ToggleShowingOnlyAllowedPro ...
When the Global Illumination scalability settings are changed in the editor from High to Medium, they primarily act on the r.Lumen.DiffuseIndirect.Allow and r.SkyLight.RealTimeReflectionCapture. No ...
Using Streaming Virtual Textures for the lower mips of an RVT using Base Color, Roughness, Normal seemingly leads to both roughness and normal being sampled as 0. This causes a significant shading a ...
After setting Affects Indirect Lighting While Hidden but before saving the level, the emissive contribution persistents through datalayer visibility toggles. This does not appear to occur in PIE, on ...