Imposter renders incorrectly in PCG volume after updating to 5.4

UE - Graphics Tools - PCG - Components - Jun 27, 2024

The last level of impostors in PCG volumes render incorrectly after updating from 5.3 to 5.4. ...

Reliable subobject creation bunch may overwrite previously received property on the actor

UE - Networking - Jun 21, 2024

This seems to occur because of how reliability and the retransmission of dropped data is handled in the engine. If a reliable bunch is dropped, the entire bunch will be resent, but any unreliable bu ...

Join in progress clients won't receive that a net startup actor is hidden

UE - Networking - Jun 21, 2024

This seems to be because IsNetRelevantFor checks if the actor is hidden, resulting in a hidden actor not being considered relevant to clients. However, if it is a net startup actor, this will result ...

Can't set "r.Shaders.Optimize" to false in UE5.4

UE - Rendering - Architecture - Shaders - Jun 7, 2024

The CVar "r.Shaders.Optimize" cannot be set to false from DefaultEngine.ini in the section "[ShaderCompiler]" as its help text describes. Also tested on UE5-Main, CL: 34200103 ...

Problem with material layers using interpolator nodes

UE - Rendering - Architecture - Materials - Jun 7, 2024

The Vertex Interpolator Material Expression appears to collapse separate instances from separate Material Layers, leading to visual artifacts when used. Also tested on UE5_Main, CL: 34200103 ...

PostReplicatedChange called for fast array item even when no values change

UE - Networking - Jun 7, 2024

Unless a property is set to REPNOTIFY_Always, we compare the property's received value to the current value on the client before calling the OnRep function. However, when determining if a fast array ...

Server will process moves from client with bReplicateMovement set to false

UE - Runtime - Character - May 28, 2024

UCharacterMovementComponent::ReplicateMoveToServer checks IsReplicatingMovement before sending moves to the server, but the server does not check IsReplicatingMovement when processing these received ...

Actors in always loaded sublevels are not immediately recorded into replays

UE - Networking - May 24, 2024

In FReplayHelper::ReplicateActor, we check Connection->ClientHasInitializedLevel(Actor->GetLevel()) to see if the actor should create a channel or not. However, the DemoNetConnection does not have a ...

Iris - high latency causes initial hitch for newly spawned actor's movement

UE - Networking - Iris - May 20, 2024

This may possibly be due to FReplicationWriter::CanSendObject waiting for CreateConfirmation. ...

Copy/Paste array of strings in Details Panel adds quotes to entries

UE - Editor - Verse Class Editor - Apr 24, 2024

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