TraceDataFitering is not activated when LiveTrace is started from the Editor.

UE - Foundation - Insights - Jul 14, 2023

TraceDataFitering is not activated when LiveTrace is started. We can force it to be active by calling the following code.  IUnrealInsightsModule& UnrealInsightsModule = FModuleManager::LoadModuleCh ...

Navmesh does not update according to the volume, when an actor with a navigation volume tied to a parent is moved.

UE - AI - Navigation - Jul 14, 2023

When a NavmeshBoundsVolume or NavModifierVolume is parented to another actor in the outliner, navmesh is not updated along the volume when the parent actor is moved. If the volume is deleted and the ...

[AI] Editor crashes when editing values of an FInstancedStruct's TArray inside of a BP

UE - AI - Jun 30, 2023

While using a custom struct that contains a TArray member variable with FInstancedStruct, you cannot edit it in the editor without a crash. Other structs and types work as expected even if they deri ...

Masked material MSAA bug

UE - Rendering Architecture - Jun 30, 2023

This appears to be coming from the ResolveSceneColor pass. ...

Compilation error in Mac editor builds when adding UWorld::IsStreamingLevelBeingConsidered function

UE - World Creation - Worldbuilding Tools - Jun 30, 2023

This code passes the build when compiled using the windows editor (Visual Studio), but fails when compiled using the mac editor (XCode). Adding ENGINE_API to struct FStreamingLevelsToConsider and ex ...

[AI] FRecastNavMeshGenerator can leak build tasks when it is destroyed

UE - AI - Navigation - Jun 29, 2023

FRecastNavMeshGenerator does not cancel its async running tasks when destructing. This leads to leaking build tasks if any are running when the generator is destroyed. ...

Odd behavior in Lyra when a key is down and focus is received back on the player from UI with gamepad buttons

UE - Gameplay - Input - Jun 29, 2023

This is only happening with gamepad buttons it appears. This is likely not Lyra specific, but has something to do with how the state of gamepad keys are being evaluated. I think that it may be becau ...

Crash when enabling dynamic branch on static switches in Post Process Materials

UE - Rendering Architecture - Materials - Jun 28, 2023

[Link Removed] Some functions to access parameters don't take into account the newly added runtime static switch parameters. It should be straightforward to fix these up: void UMaterialInstance:: ...

ProxyLOD - Properly handle meshes with empty sections

UE - World Creation - Worldbuilding Tools - Merge Actor - Jun 28, 2023

Some parts of the proxy mesh generation does not correctly handle empty sections. FMeshMergeHelpers::ExtractSections() will remove empty section, but some other parts of the process will not, which ...