USkeletalMeshComponent::HandleExistingParallelClothSimulation() calling WaitUntilTaskCompletes can trigger arbitrary task that modifies currently iterated UWorld::ComponentsThatNeedPreEndOfFrameSync

UE - Gameplay - Components - Feb 23, 2024

Context ActorComponents can schedule an end-of-frame update for themselves by calling UWorld::MarkActorComponentForNeededEndOfFrameUpdate. The UWorld will iterate all those actor components once pe ...

Auto Exposure Compensation Curve issue when switching from Manual to Histogram

UE - Rendering Architecture - Feb 21, 2024

When switching the Camera's Exposure Metering Mode from Manual toHistogram, the exposure level resets and takes time to settle. The Licensee has a proposed code change that would fix this issue. Als ...

Auto Exposure Compensation Curve issue when switching from Histogram to Manual

UE - Rendering Architecture - Feb 21, 2024

When switching the Camera's Exposure Metering Mode from Histogram to Manual, there is a single-frame flash. The Licensee has a proposed code change that would fix this issue. Also found in 5.4, CL 3 ...

Changing the skeletal mesh asset in sequencer causes animation to reset for a frame (T-Pose, A-Pose) if using Custom Mode

UE - Anim - Sequencer - Feb 21, 2024

This seems to be a timing issue. When using an anim BP this does not happen, and when switching meshes through an event track setting the track's event position to At Start of Evaluation resolves th ...

ResavePackages Commandlet Consistently Crashes in 5.3 In Material PreSave

UE - Rendering Architecture - Materials - Feb 20, 2024

Running the ResavePackages commandlet will consistently result in a crash. The callstack is here: Assertion failed: !IsRooted() [Link Removed] [Line: 265] UnrealEditor_Engine!UMaterialInterface::P ...

CharacterMovementComponent: make crouching behavior compatible with custom gravity direction

UE - Gameplay - Components - Feb 20, 2024

CharacterMovementComponent has recently received support for custom gravity directions. Crouch logic needs to be updated to account for custom directions. Currently, crouching logic in CMC assumes Z ...

Cumulative Patching does not work with Pak signing

UE - Foundation - Feb 20, 2024

Cumulative patching is implemented by copying the generated pak files during staging of the base and each patch to the Releases directory. When creating a patch, all of the pak files from the releas ...

Copied Actors in World Partition Levels Maintain References to Actors They Are Copied From

UE - World Creation - Worldbuilding Tools - World Partition - Feb 19, 2024

When an Actor is duplicated in the editor inside a world partition level it maintains references to the Actor it is a copy of. This can cascade, i.e. Actor C, which is a copy of Actor B which is a c ...

UDN - Crash reverting SkeletalMesh unsaved changes

UE - Editor - Content Pipeline - Asset Build - Feb 19, 2024

Blueprint "Diff Against Depot": Restoring an instanced object results in reference to the object in the temporary diff asset

UE - Gameplay - Blueprint - Feb 19, 2024

When diffing a blueprint against depot via the Content Browser context menu action "Revision Control > Diff Against Depot", restoring an instanced object property from the depot version results in t ...