[AI] Navmesh shows in editor but does not get loaded in PIE

UE - AI - Navigation - May 13, 2024

When using static or dynamic modifiers only navmesh, there are times that the navmesh will build and display correctly in editor, but it does not get properly loaded at runtime (PIE/SIE). The Recast ...

Cracks in Nanite Tesselated Landscape

UE - Graphics Features - Nanite - May 13, 2024

Landscape component edges can become disconnected when using Nanite Tessellation at the edges of weight-blended layers. ...

Cached camera component on LevelSequencePlayer is null

UE - Anim - Sequencer - May 13, 2024

Virtual Texture materials don't fully deduplicate generated virtual texture stacks

UE - Rendering Architecture - May 13, 2024

During material compilation we track unique individual virtual texture "stacks" and then create a virtual texture page table for each, along with unique bindings for each page table in the shader co ...

PackedLevelActors are not updated when changing some properties

UE - World Creation - Worldbuilding Tools - Level Instances - May 13, 2024

Packed level actors may not be updated after changing certain properties. Workaround: reload the level containing the PLA. ...

Rect light artifacts from NaN pixels on surfaces that are coplanar with light position

UE - Graphics Features - May 10, 2024

Rect lights cause artifacts (nan pixels) on pixels of surfaces that are coplanar with light position.  In RectLight.ush, in RectIrradianceLambert, at line 106, c30 is -1, so rsqrt(0) causes a nan to ...

Renaming assets hits an ensure related to circular redirect

UE - Foundation - Core - UObject - May 10, 2024

You will hit the ensure condition: LogOutputDevice: Error: Ensure condition failed: !SeenPaths.Contains(CurrentPath) in Engine\Source\Runtime\CoreUObject\Private\Misc\RedirectCollector.cpp] [Line ...

Crash when seamlessly travelling from World Partition map

UE - Networking - May 9, 2024

Based on the licensee's report, the crash seems to be occurring due to the WorldDataLayers actor, and setting this actor to never be dormant seems to resolve the issue. ...

RHICoreShader ValidateStaticUniformBuffer expected shader logging is confusing

UE - Rendering Architecture - Shaders - May 9, 2024

The log output in ValidateStaticUniformBuffer, lists hashes that do not correspond to the actual shader name which makes it difficult to track down problem shaders. The current log output code is ...

Expanding pins and moving nodes in graph marks Compile as dirty

UE - Anim - Rigging - Control Rig - May 8, 2024

Expanding pins and moving nodes in the graph marks the Control Rig blueprint as dirty, requiring a recompile of the entire blueprint.  Blueprints do not do this.  ...