Spherecast against complex geometry is returning odd results

UE - Simulation - Physics - Sep 19, 2023

Turning on batching of sphere casts when colliding against complex gives incorrect results. Affects debug output and vehicle wheels and body movement. The issue is with the batch query mode which ...

Edits made to Control Rig Curve Nodes in the Details panel of the blueprint editor are not saved back to original Node

UE - Anim - Rigging - Control Rig - Aug 9, 2023

Reported by licensee in [Link Removed] Changes made to the Curve node in a Control Rig Blueprint aren't saved back to the original node when the changes are made in the Details panel of the bluepri ...

Inaccurate motion vectors when using different position binding in renderer

UE - Niagara - Rendering - Jul 27, 2023

Even though the particles are not moving, and the velocity is zero, the output motion vectors are non-zero. This seems to only happen if using two sources of particle positions.  ...

Iris - check hit in FNetBitStreamWriter::InitBytes if object has only COND_InitialOnly replicated properties

UE - Networking - Iris - Jun 22, 2023

InitOnly FReplicationStateDescriptors will have a value of 0 for ChangeMaskBitCount, so if an object only has COND_InitialOnly properties, its FReplicationProtocol will also have a ChangeMaskBitCoun ...

Objects without custom delta properties can return false for CanSkipUpdate with net.PushModelSkipUndirtiedReplication enabled

UE - Networking - Jun 5, 2023

This seems to occur after receiving a Nak for certain actors. FObjectReplicator::ReceivedNak will decrement SendingRepState.CustomDeltaChangeIndex even if the object has no custom delta properties. ...

Push-model blueprint array property not properly marked dirty if modified by different actor

UE - Framework - Blueprint Compiler - May 17, 2023

In KismetArrayLibrary.h, functions that modify the array property call MARK_PROPERTY_DIRTY(Stack.Object, ArrayProperty). Because these calls use the stack object and not the property's owner, modify ...

Stop using power of 2 RTs for landscape edit layers

UE - Graphics Tools - Terrain - Landscape - Apr 4, 2023

Result : all the RTs allocated for edit layers (in global merge mode) will be padded to the next power of 2 for no good reason, which can lead to out-of-VRAM (as reported by [Link Removed]) ...

OnComponentHit Event is not triggered when hit by a spawned actor with simulate physics enabled for WheeledVehiclePawn with BoxCollison

UE - Simulation - Physics - Feb 20, 2023

BoxCollison's OnComponentHit event is not triggered when BoxCollison hits a spawned actor with simulate physics enabled. The event is triggered if the same actor has been placed in the level beforeh ...

Characters can not pass through back faces of triangle meshes

UE - Simulation - Physics - Query - Jan 17, 2023

Here is a work around bool FTriangleMeshSweepVisitor::VisitSweep(const TSpatialVisitorData<int32>& VisitData, FRealSingle& CurDataLength) { ... if (CullsBackFaceSweepsCode != 0) { if ...

"Current state is a conduit and will reset to ref pose" warning when using a conduit to select an entry state

UE - Anim - Gameplay - Dec 12, 2022

AnimBlueprintLog: Error: Current state is a conduit and will reset to ref pose. This can happen if a conduit is an entry state and there isn't at least one valid transition to take. State Machine(Te ...