Cursor input does not work properly in exclusive fullscreen mode on a secondary monitor

UE - Editor - UI Systems - Slate - Feb 14, 2024

Input doesn't seem to work properly when using exclusive fullscreen mode on some monitor other than the primary monitor. This is similar to other issues we've seen in the past with the cursor being ...

Niagara user parameters out of sync between the Sequencer and the Details panel

UE - Niagara - Cinematics - Feb 13, 2024

User Parameters on Niagara actors do not sync in the details panel when animated with Sequencer. Scrubbing in sequencer does not update the details panel. ...

Networked Root Motion Sources can experience desynchronisation that is not present in animation root motion under forced adjustment

UE - Gameplay - Player Movement - Feb 13, 2024

In a networked environment with high packet loss (or high forced adjustment factor), motion applied using Root Motion Sources can desynchronise under conditions that animation root motion does not. ...

Contextual Anim Scene editor Preview viewport doesn't display static mesh attachments

UE - Anim - Gameplay - Feb 12, 2024

Many of the animation asset editors don't display static mesh attachments in the way that the anim sequence or anim bp editor do.  This prevents users from previewing characters that are built from ...

empty default value for a blueprint member variable in a custom k2node

UE - Framework - Blueprint - Feb 9, 2024

User is attempting to find a blueprint member variable's default value in their implementation of UK2Node::NotifyPinConnectionListChanged(). but the expected value in FBPVariableDescription is empty ...

Atmosphere Sunlight shafts, artifacts, for both cascaded and virtual shadow maps.

UE - Rendering Architecture - Feb 5, 2024

Very large objects casting dynamic shadows on the sky atmosphere can lead to flickering (cascaded shadow maps) or square patterns (virtual shadow maps). ...

Keep Simulation Changes does not work for Actors that have replaced root component

UE - Framework - Components - Jan 31, 2024

RelativeLocation and RelativeRotation in the root component are collected in UActorComponent::AllUCSModifiedProperties, so copying simulation result is skipped in EditorUtilities::CopyActorPropertie ...

Based movement ticking dependency may be incorrect if standing on a part of a Child Actor

UE - Gameplay - Player Movement - Jan 31, 2024

When an actor has a Child Actor Component that's a valid moving base for a character to walk on, the ticking prerequisites are set against the Child Actor and not the root owning actor that actually ...