Include option to use ViewTarget's location when determining relevancy

UE - Networking - Jan 26, 2024

When determining relevancy for an actor based on distance, the location of the player's view point is always used if it is available, rather than the location of the view target (see FNetViewer and ...

Warning spam when binding the "Frame" property of the HeterogeneousVolumeComponent on the Sequencer

UE - Niagara - Cinematics - Jan 24, 2024

I think it doesn't like the "bPlaying == false" expression for the EditCondition meta tag on the UPROPERTY... You also get these warnings every single time the Sequencer plays through a keyframe on ...

Blueprint Instanced Variables Data Erased

UE - Framework - Blueprint - Jan 17, 2024

Instanced variables were given a fix in response to this issue: [Link Removed] Once implemented, when the project is compiled the data from the blueprint instanced variable is removed. A recommend ...

GetMonitorSizeFromEDID may fail to acquire the native resolution for ultrawide monitors

UE - Foundation - Dec 20, 2023

For some ultrawide monitors, UE may not correctly fetch the native resolution. GetMonitorSizeFromEDID attempts to retrieve native resolution from the Detailed Timing Descriptor of the EDID, but thes ...

Multicast RPCs called from standalone instance are not recorded into replays

UE - Networking - Dec 13, 2023

This seems to have regressed because of the fix to [Link Removed]. Because UWorld::InternalGetNetMode now only returns the DemoNetDriver's NetMode when it is recording and in its tick, the multicast ...

Volumetric clouds jitter when in front of geometry

UE - Graphics Features - Nov 30, 2023

Potentially related to [Link Removed], but distinct. ...

Details Panel - ShowOnlyInnerProperties does not work in nested structs unless the outer struct also has the metadata

UE - Editor - Workflow Systems - Nov 27, 2023

The current implementation for inlining struct members is setup in a way where we start with the outermost struct and only recurse into any child structs if it contains the ShowOnlyInnerProperties m ...

Compiling Blueprints breaks socketed attachments of actors attached to non-root components

UE - Framework - Blueprint - Oct 12, 2023

When blueprints are compiled, instances of those blueprints have their attachments detached and then reattached. Reattachments always occur on the RootComponent regardless of which component they we ...

UVOIPStatics::VoiceTalkerMap entries overridden in single-process multiplayer PIE

UE - Online - Oct 2, 2023

UVOIPStatics::VoiceTalkerMap uses FUniqueNetIdWrappers as its keys, which will be the same across multiple instances for a player. A player's local pawn can have a voip talker, and that pawn on a re ...