AActor::CheckActorComponents has misleading warning

UE - Gameplay - Components - Apr 24, 2023

There's actually two issues going on here: 1. The REINST references are incorrect, and due to [Link Removed]. 2. Blueprint created components will always have different names between the instance ...

Actor literal nodes in BP level have REINST references

UE - Gameplay - Blueprint - Apr 24, 2023

This indicates that we're incorrectly reconstructing pins when the REINST classes are still around. The root cause is actually due to a cyclic dependency with external actors when using World Parti ...

Submix Settings on Submix Send Settings cannot be updated at runtime in SubmixSendVolumeComponent

UE - Audio - Apr 24, 2023

Source: UDN ticket Stepping through, when SetSubmixSendSettings() is called on the SubmixSendVolumeComponent, the SubmixSendSettings on the Component initially get changed before the NotifyDataChan ...

Fast Track icon is not displayed when variables is not connected to the AnimGraph

UE - Anim - Runtime - Anim Blueprints - Apr 24, 2023

The Fast Track icon is not displayed when there are no variables connected to the AnimGraph. This issue was not present in UE4. ...

Chaos Cloth Self Collisions Spatial is slow when Tris are much smaller than thickness

UE - Simulation - Physics - Character - Apr 21, 2023

This came via a UDN. Very small triangles can generate very small lods, which make query time really slow if your self collision thickness is significantly larger. You will do X^3 checks per query ...

iOS ReplayKit isn't working in UE5.1+

UE - Platform - Apple - Apr 21, 2023

In 4.27 & 5.0 when you press the in-app screen recorder button it would pop-up a msg about the user giving permission to allow the screen recording and then would start the recorder and save the mov ...

Race condition in cached mesh draw commands removal.

UE - Rendering Architecture - RHI - Apr 21, 2023

A wait was removed from UpdateAllPrimitivesSceneInfos that introduced a race condition with mesh draw command caching. ...

Runtime changing r.VT.PoolSizeScale doesn't resize virtual texture pools

UE - Rendering Architecture - Apr 21, 2023

r.VT.PoolSizeScale should be changeable at runtime so that we can resize VT physical pools for iteration on selecting pool sizes. It works correctly at engine startup but runtime changes have no ef ...

Pending Abilities are always Added then Removed (thus ordering is not preserved)

UE - Gameplay - Gameplay Ability System - Apr 20, 2023

We should probably keep a Queue of the Gameplay Abilities Add/Removed rather than two separate lists.  That way we can get the ordering right.  I suspect there are lots of ordering issues if we look ...

Toggle Folder Visibility Inconsistent in Scene Outliner With Search

UE - Editor - Workflow Systems - Apr 20, 2023

In the scene outliner, if you add a folder with one visible actor in it, and filter out some of the actors, users are unable to toggle the visibility of the folder anymore, or they are only able to ...