Performance concerns with control rig component initialization

UE - Anim - Rigging - Control Rig - May 18, 2023

Report from a licensee that InitializeControlRigComponent using CR_Frame_Destructible in city sample is taking a lot of frame time.  It seems that a lot of time is being spent hashing and also URigV ...

Sampling UV1 on a Nanite mesh with one UV channel returns a constant value

UE - Rendering Architecture - May 17, 2023

This is general for any UV channel past what the static mesh has, rather than specifically for UV channel 1. ...

Raytraced Shadows render incorrectly in a project that has been converted from 5.0.3 to 5.1.1 to 5.2

UE - Graphics Features - Ray Tracing - May 16, 2023

Version to VersionResultsNew 5.0.3 project to 5.1.1Works as ExpectedNew 5.1.1 project to 5.2Works as ExpectedNew 5.0.3 project to 5.1.1 to 5.2Bug OccursNew 5.0.3 project to 5.2 Bug Occurs The scene ...

Destroying a beacon from a RPC no longer destroys the beacon actor

UE - Networking - May 16, 2023

This seems to be because of recent changes made for [Link Removed]. Now that UNetDriver::bInTick is being properly tracked for derived classes, AOnlineBeacon::CleanupNetDriver is now deferring destr ...

FComponentReference loses its actor reference when the target actor is reinstanced

UE - Gameplay - May 15, 2023

The "OtherActor" pointer in an FComponentReference is invalidated when the referenced actor is reinstanced after compilation. ...

MaterialProxyReplace node does not work with Approximate setting in HLOD generation or Actor Merge

UE - World Creation - Worldbuilding Tools - HLOD - May 15, 2023

This is the same behavior for HLOD generation of World Partition. Replace is useful when there is a material that changes parameters with information such as camera. ...

Use a shared context in Loading instead of copying the LinkerInstancingContext

UE - DEET - EditorLoader - May 12, 2023

Current LinkerInstancingContext are copying instead of being shared internally during loading which can induce a lot of memory usage when used with World Partition which can contains a lot of mappin ...

Check in UCharacterMovementComponent::SmoothClientPosition fails when travelling between servers

UE - Gameplay - Player Movement - May 11, 2023

While attempting to connect and travel to a new server, the client's NetDriver will be shutdown, and a new pending net driver created (in UEngine::Browse). When the original NetDriver is destroyed, ...