Animation sub instances tick twice with a post processing BP

OLD - Anim - Sep 18, 2019

An animation's sub instances will tick twice per frame if a post processing BP is set. ...

GenerateVisibileRayTracingMeshCommands Severely Reduces Foliage Performance Even if no RayTracing is Used

UE - Graphics Features - Lumen - Sep 18, 2019

GenerateVisibileRayTracingMeshCommands Severely Reduces Foliage Performance Even if no RayTracing is Used. Found in 4.23 CL# 8386587 and 4.24 CL# 8748719 ...

Niagara crashes with skeletal mesh sampling in GPU system in Vulkan

UE - Niagara - Sep 17, 2019

Switching over to GPUCompute with Skeletal mesh surface sampling will crash in Vulkan. This does not occur with CPU sims or in D3D. When testing with D3D I would get the same Niagara compile warning ...

GameplayAbility Blueprint's FGameplayAttribute does not retain value reference upon Compile

UE - Gameplay - Sep 17, 2019

GameplayAttribute-type function arguments in BP-callable functions(I.E a Blueprint event graph) or nodes have their value reset on BP compilation ...

Virtual Texturing UDIM's Packing Incorrect

UE - Graphics Features - Sep 17, 2019

In Content Browser Preview asset looks correct, but when opening and using texture. Only textures A and B are used instead of A,B, and C. Found in 4.23 CL# 8386587 and 4.24 CL# 8748719 ...

Diffing Tool showing false positive when diff'ing identical blueprints using FText input pin

UE - Editor - UI Systems - Localization - Sep 17, 2019

When diffing the two blueprints, the FText values are deemed different when they are the same. A workaround has been found by doing a pure string-compare for FText inside "GraphDiffControl::ArePinsD ...

LandscapeComponent generates incorrect OccluderVertices for software occlusion

UE - LD & Modeling - Terrain - Landscape - Sep 17, 2019

OccluderVertices didn't consider the subsection's transition, so the position of the OcclusderVertices are not correct. I made a fix as follows: [Image Removed] [Image Removed] ...

Root motion with SubAnimInstance can cause notifies to not trigger.

OLD - Anim - Sep 16, 2019

Setting up root motion in a sub instance to RootMotionFromEverything seems to cause the sub instance to evaluate, and override the notifies of the animation that was playing, which prevents the noti ...

HLOD CalculateOverlap crashes when spheres barely overlap

UE - World Creation - Worldbuilding Tools - HLOD - Sep 16, 2019

The engine will crash when cluster bounds barely overlap. ...