Investigate render flush at SkeletalMeshComponent InitLODInfos

UE - Anim - Rigging - Apr 19, 2023

From UDN : we are spawning a number of characters at the same time during the game, and seeing a major framerate hitch when we do so. After the characters have been spawned, we use SetSkinnedAssetA ...

Subsurface shading model is broken when ray traced shadows are used in 5.1+

UE - Graphics Features - Ray Tracing - Apr 19, 2023

Volumetric fog rendering gets cut off at the apex for some spot lights when viewed from certain angles

UE - Rendering Architecture - Apr 19, 2023

Fix is found in licensee’s pull request:https://github.com/EpicGames/UnrealEngine/pull/10333/files ...

Trigger Delay Node Does Not Reset When Sent Another Trigger

UE - Audio - MetaSounds - Apr 17, 2023

Trigger Delay is not behaving as described in it's current tooltip, i.e. "Executes output trigger after the given delay time from the most recent execution of the input trigger." Namely, it is outpu ...

AbilityTask_PlayMontage will 'zombie' if Interrupted during BlendOut

UE - Gameplay - Gameplay Ability System - Apr 14, 2023

User reports: I've noticed a bug with PlayMontageAndWait There are 4 possible triggers when a Montage completes:OnCompletedOnBlendOutOnInterruptedOnCancelled Once OnBlendout has been triggere ...

ReversedDepthOnlyIndexBuffer exported even when bEnableDepthOnlyIndexBuffer is false

UE - Graphics Features - Apr 14, 2023

ReversedDepthOnlyIndexBuffer is exported even when bEnableDepthOnlyIndexBuffer is false. It's likely an error and line 568 in StaticMesh.cpp should rather be ://if (!bEnableReversedIndexBuffer) <= ...

Old property values can be applied when updating an unmapped reference in custom NetSerialize struct

UE - Networking - Apr 13, 2023

This seems to be caused by the following:The struct, which has an actor reference property as well as some other properties, implements its own NetSerialize function.When the actor reference propert ...