Global SkyAtmosphere and Clouds Issues (Cloud Shadows)

UE - Graphics Features - Dec 3, 2024

Sampling Cloud Shadows when rendering the Sky Atmosphere can incorrectly assume that the view is located at the planet's North Pole. This causes distortion in the shadows when using a sphere-shaped ...

Global SkyAtmosphere and Clouds Issues (Ambient Light)

UE - Graphics Features - Dec 3, 2024

Ambient Light on Volumetric Clouds from Sky Atmosphere always is calculated as if the clouds are at the north pole of the planet. Using a sphere-shaped Sky Atmosphere and Volumetric Clouds causes t ...

Crash can happen in FDetailLayoutBuilderImpl::Tick() when a category of UStruct member includes the "|" symbol and member is Tickable.

UE - Editor - Workflow Systems - Dec 3, 2024

A crash can occur when a member of a UStruct has a category with the "|" symbol and is trying to be displayed inside by the FDetailLayoutBuilderImpl class. This happens when there is a UStruct memb ...

Some instances spawned by NeagaraDataInterfaceChaosDestruction breaking event will be set location to the world origin

UE - Niagara - Data Interface - Nov 29, 2024

 The following code can often be found in UNiagaraDataInterfaceChaosDestruction.const int32 ParticleID = ParticleIDParam.GetAndAdvance() - LastSpawnedPointID + 1; The LastSpawnedPointID is usual ...

The ResavePackages commandlet with -ResaveClass and -IncludeChildClasses doesn't resave unloaded assets

UE - World Creation - Worldbuilding Tools - Nov 28, 2024

The ResavePackages commandlet can be used to batch resave assets. The ResaveClass and IncludeChildClasses options let one resave all assets of a specific parent class. The problem is that blueprint ...

CharacterMovementComponent: NavWalking with high value for NavWalkingFloorDistTolerance can causes character meshes to be teleported up/down when crouching/uncrouching

UE - AI - Navigation - Nov 27, 2024

Context CharacterMovementComponent can be set in the NavWalking mode so that on the server the characters move using the navigation mesh as floor. This helps performance when the nav mesh is more c ...

Landscape / Volume Culling option doesn't work on Simplified HLODs

UE - World Creation - Worldbuilding Tools - HLOD - Nov 26, 2024

There are options on both landscapes and HLOD layers that when enabled, performs the  culling of invisible HLOD vertices (parts of HLOD meshes ending up below the terrain).  The option works fine w ...

Character jumping between two moving platforms will incorrectly inherit the sum of both platform velocities

UE - Gameplay - Player Movement - Nov 26, 2024

A character standing in a base will match its velocity to the base's velocity. If that character jumps into another base its velocity will be added to the new base's velocity and the character will ...

Crash on packaged dedicated server when a uproperty is marked as both replicated and editor-only

UE - Foundation - Cpp Tools - UnrealHeaderTool - Nov 26, 2024

In some situations, it can be useful to have a replicated editor-only C++ property (For example, the user that reported this issue was attempting to replicate settings to the client for game designe ...

Small UInstancedStaticMeshComponent::UpdateInstanceTransformById bug

UE - Graphics Features - Nov 20, 2024

The call to UpdateInstanceTransform within UInstancedStaticMeshComponent::UpdateInstanceTransformById(..) sends bTeleport in place of bMarkRenderStateDirty that was added as part of Unreal Engine 5. ...