Focus mode in the Editor does not handle Actors without PrimitiveComponent correctly, treating them as if they were at the origin (0,0,0), skewing the camera placement.

UE - World Creation - Worldbuilding Tools - Nov 18, 2024

Focus mode in the Editor does not handle Actors without PrimitiveComponent correctly, treating them as if they were at the origin (0,0,0), skewing the camera placement. Some Actors like the WorldDat ...

External Actors can hold stale references to Blueprint classes as edited instance properties

UE - World Creation - Worldbuilding Tools - Nov 14, 2024

When a component is removed from a class that exists as an instance with external actors enabled, a deleted BP component on an actor will remain referenced by the instance. Disabling External Actor ...

Actors removed from the world are unregistered both before and after EndPlay

UE - World Creation - Worldbuilding Tools - Nov 5, 2024

Actors that are removed from the world have UnregisterAllComponents called twice. Removal can be caused by unloading a data layer that owns the actor. In cases like exiting the application or destr ...

CreateD3D12Texture causes the Low Level Memory system to register two allocations for the same pointer on the same track channel

UE - Rendering Architecture - RHI - Oct 31, 2024

CreateD3D12Texture causes two OnLowLevelAllocs in LLM to be called with the same pointer and the same channel, leading to a warning. LLM WARNING: Replacing allocation in tracking map. Alloc/Free Mi ...

Level Instance desaturation effect does not respect occlusion when the selected object is occluded by a Nanite mesh

UE - Graphics Features - Nanite - Oct 14, 2024

When selecting an asset in a level instance that is being edited via LevelInstance/Edit, the silhouette of the object is visible through occluding nanite meshes. This has the effect of disabling th ...

Fail to copy files to IOS app with AdditionalBundleResources and UPL

UE - Platform - Apple - Sep 14, 2024

When using AdditionalBundleResources in the Build.cs file to copy files, the files appear in the Resources directory of the generated Xcode project. However, these files are not found in the final i ...

Biquad Filter is incorrect when bandpass is 1.0

UE - Audio - Signal Processing - Aug 20, 2024

The bandwidth on the biquad loepass filter is cutting frequencies well below 20kHz when the bandwidth is 1.0. Slack convo: [Link Removed] Visualization:[Image Removed] ...