Package Map warnings when spawning primary asset class on server after seamless travel

UE - Networking - Apr 18, 2024

This issue seems to occur due to the client keeping the NetGUID for the class/object, while the server will clean up this NetGUID during travel. When the client sends the class and its NetGUID as pa ...

SkeletalMeshActor flickers rapidly when PhysicsAsset contains multiple boxes.

UE - Anim - Synthesis - Apr 12, 2024

SkeletalMeshActor using a PhysicsAsset with custom box shapes may flicker rapidly in Editor when not selected, and also flickers in PIE mode. If occlusion culling is disabled the flickering stops. ...

Add error message when unable to delete external actor file on disk

UE - World Creation - Worldbuilding Tools - OFPA - Apr 11, 2024

CSM Shadows disappearing at larger coordinates with different FOVs

UE - Graphics Features - Shadows - Apr 5, 2024

Cascaded shadows disappear at some FOVs when far from the world origin. This behavior was not present in 5.2. Also found in CL: 32690246 in Release-5.4 ...

Incorrect relative position on replicated child actor

UE - Networking - Apr 4, 2024

The issue seems to occur when a replicated child actor is received on the client before its parent. The child actor will first be spawned at its correct global position, with its root component's p ...

Poor performance when Player Collision view mode active in City Sample

UE - Simulation - Core - Apr 2, 2024

The Editor become unresponsive and then has very low frame rates after activating the Player Collision view mode in the Small_City_LVL and Large_City_LVL maps in the CitySample project. The curre ...

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 ...

Sampler Source: From Texture Asset with Streamed Virtual Texture

UE - Rendering Architecture - Mar 28, 2024

It appears that Texture Samplers for Virtual Textures do not respect the Tiling Method from the Virtual Texture Asset when the "Sampler Source" is set to "from texture asset". ...

GI not coming in with lighting build data when lighting built outside of main scene

UE - Graphics Features - Mar 27, 2024

Volumetric Lightmaps are not shared between Persistent maps that have the same sublevels. Also observed in Release-5.4, CL 32500436 ...

Clustering GeometryCollections in sleep state forces them to awake

UE - Simulation - Visual - Mar 27, 2024

The sleep state will be overwritten in ClusterUnionManager::UpdateAllClusterUnionProperties. Clustering using AClusterUnionActor results the same behavior as well. ...