Improve extra state debug box when net debug drawing

UE - Networking - Aug 28, 2024

With net debug drawing enabled, an extra debug box is drawn around some actors to indicate if the actor is always relevant or if it is distance culled. However, the strange size of this box makes ne ...

Material instance UI doesn't show correct parameter preview for logic in a material function

UE - Rendering Architecture - Materials - Aug 27, 2024

The Material Instance UI doesn't show the correct parameter values when the logic is moved from the material graph into a material function used in that material graph. Example setup showing the wr ...

BlendListByEnum assumes that enum values are sequential

UE - Anim - Runtime - Anim Blueprints - Aug 26, 2024

FAnimNode_BlendListByEnum assumes that values within a custom enum type are sequential (ie. the index 0 = value 0, index 1 = value 1).  But this is not true of all custom enum types, for example: U ...

In some situations, a Blueprint can become devoid of an Event Graph. While no graphs are present, multiple variables can be created with the same name.

UE - Gameplay - Blueprint Editor - Aug 26, 2024

In some situations, a Blueprint can become devoid of an Event Graph, or be created without one from the start. For example, function "FKismetEditorUtilities::CreateBlueprint()" in UE 5.4 does not ca ...

[StateTree] Linked Asset trees do not properly transition when On Tick transition is triggered on linked asset that transitions to Tree Succeeded

UE - AI - StateTree - Aug 26, 2024

Linked Asset trees do not transition correctly to Tree Succeeded if using an On Tick transition. The Debugger shows that the transition is triggered repeatedly but no state change occurs. Instead, t ...

Lumen interior light leaking occurs with realistic sun Lux values (20k)

UE - Graphics Features - Lumen - Aug 23, 2024

When a realistic sun Lux value of 20,000 for the sun directional light, interior light leaking is much more pronounced then when using the default directional light Lux value of 10 Lux. ...

Input Mapping Context entries can get into a corrupted state when swapped with another entry that has a Combo Trigger.

UE - Gameplay - Input - Aug 23, 2024

This behaviour was working correctly in version 5.3. This issue happens inside an InputMappingContext DataAsset from the EnhancedInput system. We need at least two mappings entries. One of the entri ...

Niagara Fluids Plugin creates a memory reference of any saved level by only being active, before being actually used.

UE - Niagara - Aug 21, 2024

While Niagara Fluids Plugin is active it creates a memory reference of any saved level regardless of being actually used. Simply enabling the plugin shows a memory reference while deleting the level ...

The Sorting Issue Between Height Fog and Transparent Objects

UE - Graphics Features - Aug 21, 2024

When a LocalFogVolume is used with ExponentialHeightFog, it does not correctly fog translucent objects. ExponentialHeightFog and Volumetric Fog from a LocalFogVolume both correctly occlude transluc ...