Crash on packaged dedicated server when a uproperty is marked as both replicated and editor-only

UE - Foundation - Cpp Tools - UnrealHeaderTool - Nov 26, 2024

In some situations, it can be useful to have a replicated editor-only C++ property (For example, the user that reported this issue was attempting to replicate settings to the client for game designe ...

Invalid PropertyConnectedMask in layered material instance when base material doesn't use material attributes

UE - Rendering Architecture - Materials - Nov 20, 2024

When UMaterialInstanceConstant::UpdateCachedData() updates CachedExpressionData.PropertyConnectedMask for material instances with layers incorrectly, it can lead to various graphical issues includin ...

Getting the Outer (GetOuter()) inside AssetUserData::PostEditChangeOwner added to an instanced actor in a level returns the Outer marked with "Trash"

UE - Framework - Nov 20, 2024

When you call GetOuter() inside AssetUserData::PostEditChangeOwner, the Outer that is returned, is marked as "Trash". This is because the object is constructed again when an AssetUserData is added. ...

Lumen temporal flicker after leaving Editor open for 3+ days

UE - Graphics Features - Lumen - Nov 18, 2024

Lumen GI has temporal flickering/noise after running the Editor for 3+ days. ...

TranslucentVolumeAmbient is darkened in InjectTranslucencyLightingVolume pass when using VSMs with r.Shadow.Virtual.ForceOnlyVirtualShadowMaps is Off

UE - Graphics Features - Shadows - Nov 18, 2024

CSM targets are still created and affect the InjectTranslucencyLightingVolume pass when moving in a project that only uses VSM causing over brightening of fog planes and other translucent meshes. r ...

Material attribute layers issue with texture sample and VT lookups

UE - Rendering Architecture - Materials - Nov 14, 2024

When using material attribute layers in a material layer setup, there is a potential discrepancy in the number of VT Lookups presented in the material instance's Platform Stats. When the same textur ...

External objects added through customization have incorrect behaviour with EditConditionHides

UE - Editor - Workflow Systems - Nov 7, 2024

Copy-paste the TestCode.h and TestCode.cpp into a module Activate the customization in the StartupModule() function ``` FPropertyEditorModule& PropertyModule = FModuleManager::LoadModuleChecked<FPro ...

Frustum culling provides inconsistent results causing particles to render even when the bounds are out of view.

UE - Niagara - Rendering - Nov 5, 2024

When the camera is just outside of the box bounds and it is angled directly away from it , it will start rendering the particles again (as determined by stat GPU differences) despite being out of vi ...

Optimization: CharacterMovementComponent doesn't need overlap check for combining moves for stationary characters

UE - Gameplay - Player Movement - Nov 4, 2024

The overlap checks are used to see if we can warp back to the previous position to combine network moves to longer moves, but making sure we wouldn't put the character in penetration when rolling ba ...