MaterialTextureScale calculated incorrectly for materials with WorldPositionOffset

UE - Rendering Architecture - Materials - Apr 16, 2024

When a Material uses WorldPositionOffset, the MaterialTextureScale is calculated incorrectly because FMaterialUtilities::ExportMaterialUVDensities() calls FMeshRenderer::RenderMaterialTexCoordScales ...

422 YUV To RGB Conversion produces incorrect result

UE - Virtual Production - IO - Media - Apr 16, 2024

"Auto" option in Media IO is not updated correctly when apply is clicked

UE - Virtual Production - IO - Media - Apr 16, 2024

HLODs with River, Lake, and Ocean not working

UE - World Creation - Worldbuilding Tools - HLOD - Apr 16, 2024

[AI] Incorrect collision for USplineMeshComponent

UE - Framework - Apr 15, 2024

The collision for a spline mesh can be calculated incorrectly. The issue appears to be when Alpha is out of range when calculating the slice transforms at splice offsets. ...

Ray Tracing Translucency in a Post Process Volume breaks in Lit viewmode

UE - Graphics Features - Ray Tracing - Apr 15, 2024

Encountered a strange issue where switching to RT Translucency on a PPV would cause it to appear incorrect. However, if you swap the viewmode to Path Tracing, it does appear correct. See screenshots ...

Opening a Level inside the ReferenceViewer does not Prompt the Save window if the Level is dirty.

UE - Editor - Applied Usability - Apr 15, 2024

If you right click on a level node in the reference viewer and choose edit, it will bypass prompting you to save unsaved changes in your current level, silently discarding all unsaved work. ...

SubobjectDataSubsystem functions do not show up in blueprint editor.

UE - Gameplay - Blueprint - Apr 15, 2024

Licensee was not able to access SubObjectDataSubsystem functions from their blueprint editor, as the functions (such as "GatherSubobjectDataFromInstance") did not show up in the right-click menu and ...

Pointer being freed was not allocated on IOS with MallocBinned2

UE - Platform - Mobile - Apr 15, 2024

Slack thread [Link Removed] Probably related to the same issue seen on Android, explained here: [Link Removed] ...

Enhanced Input Pressed Trigger firing twice

UE - Gameplay - Input - Apr 14, 2024

GetTriggerEvent() in a function bound to an enhanced input action in C++, returns "Triggered" when bound to the "Started" trigger event. ...