Combo triggers do not fire the "Completed" event

UE - Gameplay - Input - May 25, 2023

FTabManager::PersistLayout Ensure Triggered During Docking/Undocking

UE - Editor - Workflow Systems - May 25, 2023

An ensure (ensure( !PersistentLayout->PrimaryArea.IsValid() )[Image Removed] is firing in FTabManager::PersistLayout() sometimes when docking/undocking quickly. ...

FTabManager::FindPotentiallyClosedTab Crash Due to Invalid Array Indexing

UE - Editor - Workflow Systems - May 25, 2023

As you can see from the above callstack it appears that calling RestoreArea can call FindPotentiallyClosedTab again higher in the stack, which can Remove() an entry from CollapsedDockAreas- this cau ...

Camera Position Node in Light Function Materials does not function once applied to a light

UE - Rendering Architecture - Materials - May 25, 2023

In the material editor, the preview will change with the camera position. Similar to [Link Removed] though the light will still emit when applied. Investigating Regression info ...

GeometryCollectionComponent take +1 frame to be marked as dirty

UE - Simulation - Physics - May 25, 2023

Debugging the code I have been able to verify that in GeometryCollectionComponent.cpp line:2318, the if condition happens every two frames. I think DynamicCollection is not setting all the frames a ...

AutoCreateRefTerm UFUNCTION meta specified can interfere with function default arguments

UE - Gameplay - Blueprint Editor - May 25, 2023

Example function provided by the user:.h UFUNCTION(BlueprintCallable, meta = (AutoCreateRefTerm = "TestInt,TestName")) static void TestAutoRefs(const int32& TestInt = 2, const FName& TestName = ...

Crash when widget is replaced and no longer valid

UE - Anim - Sequencer - May 25, 2023

GPU crash when using RVT BaseColor/Normal/Roughness format

UE - Rendering Architecture - May 24, 2023

When using an RVT with BaseColor/Normal/Roughness format on DX12 with a GPU that supports Tier2, a GPU crash may be seen. ...

DumpShaderAsm function fails to load compiler DLL and does not output disassemble code

UE - Rendering Architecture - May 24, 2023

This is a path specification problem, so if the correct path is given, the DLL will load correctly.static void DumpShaderAsm(FString& String, const D3D12_SHADER_BYTECODE& Shader) { #if D3D12RHI_US ...

DistanceFieldReplacementMesh doesn't work properly for Nanite meshes

UE - Graphics Features - Nanite - May 24, 2023