Shader compilation errors when packaging for iOS after disabling force full precision

UE - Platform - Mobile - May 29, 2024

User report: I want to run iOS shaders with half precision floats as I do on Android. If I disable Force 32 bits Floating Point Precision, there are unfortunately a bunch of shader compilation error ...

Option "Update Animation in Editor" is reset for child skeletal meshes

UE - Anim - Runtime - May 24, 2024

When the boolean is set on a child skeletal mesh, looks like it gets reset   Specifically , at UActorComponent::ConsolidatedPostEditChange forces a reconstruction of the Blueprint, making the trans ...

RayTracingGeometry.UpdateRHI(); crashes at checkf BuildParams.IsEmpty()

UE - Rendering Architecture - May 22, 2024

When custom RayTracingGeometry is created, a crash is triggered by an assert at: Engine\Source\Runtime\Engine\Private\Rendering\RayTracingGeometryManager.cpp line 252  "Unexpected entries in BuildP ...

Visual helpers checkbox is not working.

TM - Tools - May 22, 2024

Works fine in 2023.1 ...

XR -ARKit - Tracked Planes are not attached to the real world objects when moving the camera around

UE - Platform - XR - May 22, 2024

When the user attempts to place an object on a tracked plane it slides around the environment not staying in the expected place. Using the ARDebugcheck project with the show planes option you can se ...

Static lighting crash on 5.4 when using landscape with WPO

UE - Graphics Tools - Terrain - Landscape - May 22, 2024

When static lighting is built for a landscape with "Use Material Position Offset in Static Lighting" enabled it causes an editor crash. Licensee mentioned it was likely caused by a commit for 5.4, C ...

Nanite Landscape in World Partition level has inconsistent Painted Layers

UE - Graphics Tools - Terrain - Landscape - May 21, 2024

It appears that painted Weightmaps have inconsistent mappings between Nanite and regular landscape, BUT only if those landscapes are created in a World Partition level, landscape in regular levels d ...

Local fog volume rotation causes offset issues at high world position values

UE - Graphics Features - May 20, 2024

Local fog volumes have a substantial offset when placed at a far distance from world origin and is then rotated. This was not the case in 5.3 when tested under the same conditions, so this is likely ...