Calling TearOff then Destroy on an actor results in client actor also being destroyed

UE - Networking - Jan 14, 2021

When calling TearOff followed immediately by Destroy, the channel will be closed with the reason that the actor was destroyed, so the actor will be destroyed on the client as well. In the UDN linke ...

Renaming a SkinnedMeshComponent onto a different owning actor will cause issues with FAnimUpdateRateManager

UE - Anim - Runtime - Aug 12, 2021

As mentioned in the UDN - the user tried to rename an SMC to a different actor, which leaves the URO manager left with an incorrect data as it is not aware of the move. User proposed overriding Post ...

Hardware Accelerated Video Decoding with DirectX 11 causes videos to render black when loaded in a Media Player

UE - Media Framework - Sep 7, 2023

This is not a regression. Tested in //UE5/Release-5.2 CL26001984. Hardware Accelerated Video Decoding requires DirectX 11, but it appears the combination causes media players to only render a black ...

Material Layers "swap" location instead of shift downwards.

UE - Rendering Architecture - Materials - Oct 17, 2023

Licensee request for this as it is affecting productivity. Likely requires a method of allowing a user to choose which behaviour they prefer. For reference, the behaviour changed in CL 11684461 to f ...

MRQ Linux/Mac - Log Spam: Unable to statfs('/render_output_path.{ext}')

UE - Virtual Production - Tools - MRQ - Dec 20, 2023

When rendering with MRQ on Linux and Mac (not Windows), there is a lot of statfs log spam that appears repeatedly during the render: LogCore: Warning: Unable to statfs('/render_output_path.{ext}' ...

CommonUI Analog Cursor + Enhanced Input triggers cause Gamepad Face Button Bottom triggers to get stuck when alt-tabbing

UE - Gameplay - Input - Jun 18, 2024

Reproduction rate: 5/5 Regression check: No, this also occurs in 5.4.2. Please note that this issue only reproduces with the Gamepad Face Button Bottom and does not occur for any other gamepad butt ...

External Actors can hold stale references to Blueprint classes as edited instance properties

UE - World Creation - Worldbuilding Tools - Nov 14, 2024

When a component is removed from a class that exists as an instance with external actors enabled, a deleted BP component on an actor will remain referenced by the instance. Disabling External Actor ...

Nanite mesh not culled when owner is editor only actor in gameview

UE - Graphics Features - Nanite - Mar 29, 2024

Nanite mesh is not culled because "DrawInGame" value in the primitive uniform buffer is always 1. Can be fixed with below modification:// in FPrimitiveSceneProxy::FPrimitiveSceneProxy DrawInGa ...

Ensure When Pasting Timeline Node that was Previously Connected to a Node into a Function

UE - Gameplay - Blueprint - Nov 4, 2016

An ensure is occurring when pasting a timeline that was once connected to a node into a function in blueprint. Regression: No, this also occurs in 4.12.5. ...

Failed to register input back buffer crash when opening a project with PixelStreaming on Windows 7

PixelStreaming - Sep 19, 2018

Projects crash upon opening with the PixelStreaming plugin enabled. ...