When receiving an IE_REPEAT event on the same frame as a call to FlushPressedKeys, trigger state can sometimes become invalid

UE - Gameplay - Input - Jul 23, 2024

This bug appears to only happen sometimes , and the user states that it might even be dependent on the polling rate of the controller they are using and does not repro with every device.  I think ...

Light Leaking With Raytraced Shadows On Lights With Non-Zero Source Length

UE - Graphics Features - Ray Tracing - Jul 23, 2024

Light sources which have the source length attribute set to a value greater than zero seem to be leaking light through occluding geometry (see the image below and repro project). Moving it away from ...

Chaos Cache : Event tracks are not saved second or subsequent geometry collection recordings

UE - Simulation - Physics - Destruction - Jul 23, 2024

After the second recording time, the event listener registration in FGeometryCollectionCacheAdapter::InitializeForRecord is skipped. Here is a workaround :// We only need to register event handlers ...

Material not compiling due to WorldAlignedTexture connected to multiply

UE - Rendering Architecture - Materials - Jul 23, 2024

When a WorldAlignedTexture node is connected to multiply and then to a base color output, the material cannot be compiled, giving an error about an undeclared local variable "Local27". Does not happ ...

Cannot instantiate an InstancedStaticMesh component with ConstructionScript

UE - Graphics Features - Jul 21, 2024

Starting with Unreal Engine 5.4, the logic for adding ISM instances by adding ISM components in the Construction Script (like below) has failed.  [Image Removed] This issue accidentally was introd ...

Horde can create multiple users with the same Perforce account

UE - Foundation - Horde - Jul 19, 2024

Users note seeing multiple accounts being added to Horde's user collection with the same account details. ...

Reflection Captures permanently unload with world streaming

UE - Graphics Features - Jul 19, 2024

When a reflection capture is unloaded due to streaming, it cannot be reloaded when the player returns to that area in the world because FReflectionCaptureData::OnDataUploadedToGPUFinal deletes the C ...

JumpForce replicated ability task not always cleaned up properly

UE - Gameplay - Gameplay Ability System - Jul 19, 2024

See [Link Removed] for original report.  UAbilityTask_ApplyRootMotionJumpForce has a slightly different flow than other Root Motion Source ability tasks. It is the only one that allows EndTask to b ...

UHapticFeedbackEffect_SoundWave Initialize does not populate Raw Data in the HapticsBuffer

UE - Platform - XR - Jul 19, 2024

From the UDN:  >  Open HapticsFeedbackEffect.cpp and naivgate ~ line 150; note HapticBuffer has length populated but never write the actual buffer data. LikeReplySelect as Best Seems like a simple f ...

Objects that return false for NeedsLoadForClient not loaded on listen servers

UE - Networking - Jul 19, 2024

For instances that are not a dedicated client or dedicated server (e.g. packaged games with TargetType "Game"), GIsClient will be true, but GIsServer will be false. This leads to objects that retur ...