Cooker Generated Packages: Actors can trigger the "load" of generated packages from linker load and load them incorrectly

UE - Foundation - Data Pipeline - Cooker - May 31, 2023

Generated packages have to be constructed by the cooker via FGeneratorPackage::CreateGeneratedUPackage. Some fields on the UPackage are set and ICookPackageSplitter->PopulateGeneratedPackage is call ...

Visual Noise on Thin Translucent materials with a Directional Light

UE - Graphics Features - May 30, 2023

Regression in testing This occurs with hardware and software ray tracing, as well as moveable and static lights This occurs regardless of anti aliasing. This was tested with DX12 ...

UAnimSequence::ExtractRootMotionFromRange causes problems on skeletons with different root bone ref transforms

UE - Anim - Gameplay - May 29, 2023

We should disable this block of code by default, with a config/console var to enable it: // Transform to Component Space const FTransform RootToComponent = RootTransformRefPose.Inverse(); StartTran ...

FTabManager::PersistLayout Ensure Triggered During Docking/Undocking

UE - Editor - Workflow Systems - May 25, 2023

An ensure (ensure( !PersistentLayout->PrimaryArea.IsValid() )[Image Removed] is firing in FTabManager::PersistLayout() sometimes when docking/undocking quickly. ...

AutoCreateRefTerm UFUNCTION meta specified can interfere with function default arguments

UE - Framework - Blueprint Editor - May 25, 2023

Example function provided by the user:.h UFUNCTION(BlueprintCallable, meta = (AutoCreateRefTerm = "TestInt,TestName")) static void TestAutoRefs(const int32& TestInt = 2, const FName& TestName = ...

DistanceFieldReplacementMesh doesn't work properly for Nanite meshes

UE - Graphics Features - Nanite - May 24, 2023

Cannot assign a MediaTexture asset to a Brush -> Image in Widget Blueprint

UE - Virtual Production - Media - May 23, 2023

Can't assign Media Texture assets to the Brush->Image property in Images on Widget Blueprints. This workflow is explicitly mentioned as a step in these docs, so if this is no longer the correct meth ...

Static, non-replicated actors have different role to dynamically spawned actors

UE - Networking - May 23, 2023

For a non-replicated actor, the expected values for its local and remote roles would be ROLE_Authority and ROLE_None respectively. However, in ULevel::InitializeNetworkActors, ExchangeNetRoles(true) ...

Content Browser 1 Inconsistent Behavior with Tabs

UE - Editor - Workflow Systems - May 22, 2023

"Content Browser 1" auto-hides if opened with the Level Editor, and has inconsistent docking behavior under the conditions caused by the repro steps above. The root of the problem seems to be that ...

Merge Actors Tool Simplifies Nanite Meshes

UE - World Creation - Worldbuilding Tools - Merge Actor - May 19, 2023

Tried every combination of LOD Selection Type, Nanite enanbled/disabled, the only way it would seem to get the full number of triangles from the source mesh into the merged mesh is to disable Nanite ...