Networked root motion montage with rotation fighting smoothing

UE - Gameplay - Player Movement - Oct 30, 2023

A licensee is reporting a sim proxy is playing a networked anim montage with root motion, that the rotation changes will fight between what's produced in ::SimulateRootMotion and ::SmoothClientPosit ...

Gameplay Tags set as Default in Local Variables do not show as references in Reference Viewer

UE - Gameplay - Oct 30, 2023

Normal variables with gameplay tag defaults will show up in the reference viewer.Other reference types used as a local variable default value will show up in the reference viewer correctly. ...

Shadow Flickering with Lighting Channels

UE - Graphics Features - Shadows - Oct 27, 2023

It looks like static meshes can invalidate large numbers of VSM pages when the geometry and the light are not on light channel 0. ...

Unreal Insights - GPU Timers don't show on Graph

UE - Foundation - Insights - Oct 27, 2023

From Customer: UE 5.3 update broke Unreal Insights adding GPU timers into graph tracks. Debugging the code and cross checking with github/p4v I guess it broke in this revision: Timer graphs no ...

SubVersion: MakeWritable files prompt for checkout on every save

UE - Editor - Workflow Systems - Oct 27, 2023

Exiting PIE after ejecting from pawn and opening a level sequence will crash the editor

UE - Editor - Workflow Systems - Oct 26, 2023

Editor crashes after ejecting from pawn and opening a sequence when ending PIE ...

Map Check error when parenting an actor to a child actor in Scene Outliner

UE - World Creation - Worldbuilding Tools - World Partition - Oct 26, 2023

Map Check will generate an error when an actor is attached to a child actor in the Scene Outliner. At runtime, the attachment seems to work as intended so it's only a Map Check issue. The error read ...

Component Picker search does not behave as expected

UE - Editor - Workflow Systems - Oct 26, 2023

Search results in component pickers do not show up unless they match both the name of the actor and the component, this is because FActorHierarchy::CreateWorldChildren ends up calling Mode->CreateIt ...

Legacy Fbx: Importing multiple skeletalmesh put all of them in the same package.

UE - Editor - Content Pipeline - Import and Export - Oct 26, 2023

Nanite and mobile landscape don't have support for dynamic materials

UE - LD & Modeling - Terrain - Landscape - Oct 26, 2023

On a landscape actor with Nanite landscape enabled, set the bUseDynamicMaterialInstance property on a landscape proxy and setup a BP to call  SetLandscapeMaterialTextureParameterValue / SetLandscape ...