Scrolling through the ListView inadvertently displays duplicate elements

UE - Editor - UI Systems - UMG - Oct 17, 2024

When a ComboBox is set as elements in a ListView, it can see that the option is set to the wrong element when selecting the ComboBox.  ...

Crash (Assertion failed "SystemInstanceController->IsSolo()") when enabling "Start with Tick Enabled" on a Niagara Component

UE - Niagara - Oct 17, 2024

Currently, Niagara Components are only expected to have their TickComponent() method called when their system is marked as "Solo", which makes them be simulated individually. In the most common scen ...

[Feature Request] Allow bulk-assignment of values during blend profile/mask creation

UE - Anim - Runtime - Oct 16, 2024

Users have reported that manually editing each bone when generating blendmasks to be tedious and could be easier with some bulk editing functionality. ...

[Feature Request] Allow bulk-assignment of values during blend profile/mask creation

UE - Anim - Runtime - Oct 16, 2024

Users have reported that manually editing each bone when generating blendmasks to be tedious and could be easier with some bulk editing functionality. ...

InstanceLocalBounds is lost when calling GetCustomUniformBufferResource

UE - Niagara - Rendering - Oct 16, 2024

Looks like he data is being lost along the chain from our call to GetCustomUniformBufferResource and is erased in both FPrimitiveSceneProxy::UpdateUniformBuffer and in FPrimitiveSceneShaderData::Bui ...

A Packaged build that has had an Editor Only Component added to one of its Blueprints logs a false positive warning - USimpleConstructionScript::FixupRootNodeParentReferences()

UE - Gameplay - Components - Oct 15, 2024

A Packaged build that has had an Editor Only Component added to one of its Blueprints logs a false positive warning in USimpleConstructionScript::FixupRootNodeParentReferences(): USimpleConstructio ...

Decals custom depth/stencil side effect from Lumen

UE - Graphics Features - Oct 15, 2024

The order of passes related to Decal rendering (without the DBuffer) and CustomDepth is changed by the CVar "r.Lumen.AsyncCompute", even when Lumen is not enabled. This causes Decal Materials that ...

Actor foliage does not respect "foliage.CullDistanceScale"

UE - World Creation - Worldbuilding Tools - Oct 15, 2024

Actor foliage does not respect the "foliage.CullDistanceScale" console variable. This was brought up in a UDN: [Link Removed] ...

Nanite foliage doesn't respect "foliage.MaxEndCullDistance"

UE - Graphics Features - Nanite - Oct 15, 2024

Nanite foliage static meshes do not respect the "foliage.MaxEndCullDistance" console variable setting. This was brought up in a UDN: [Link Removed] ...

[PCG] Handle potential deadlock case with UPCGLandscapeCache::GetCacheEntry

UE - World Creation - Procedural Tools - PCG Core - Oct 15, 2024

It is possible to get in a rare situation where PCG uses all Background workers while also having all its workers waiting on the FPCGLandscapeCacheEntry DataLock critical section. Since loading of ...