Callback set with AddNativeStateEntryBinding() stops working after ABP compile during PIE

UE - Anim - Runtime - Anim Blueprints - Aug 15, 2024

After compiling the Animation Blueprint (ABP) during Play In Editor (PIE), the callback registered with UAnimInstance::AddNativeStateEntryBinding() in NativeInitializeAnimation() stops functioning a ...

Level Instances appear at the origin on Linux cooks

UE - World Creation - Worldbuilding Tools - Level Instances - Aug 14, 2024

Level Instances are spawned in the origin (0,0,0) after making a packaged build in Linux ...

Layered Control Rigs + Skeletal Mesh with Animation Blueprint in the Sequencer

UE - Anim - Rigging - Control Rig - Aug 13, 2024

When a layered control rig track is added to the sequencer the character’s legs will collapse into the body of the character. Switching the layer to additive will do nothing. Trying to force the ani ...

Level Sequences can't reference actors that reside in Level Instances different from the ones they are executed from.

UE - World Creation - Worldbuilding Tools - Level Instances - Aug 10, 2024

Level Sequences can reference many actors, but the references are not solved if the actor is not in the same Level Instance as the one the Level Sequence is being played from, or the root level from ...

Ortho near plane clips geometry in Editor Top view

UE - Graphics Features - Aug 9, 2024

When the viewport is in Top (ortho) Lit mode the near plane clips through geometry as you zoom the view in and out. ...

Material base color is lighter on Nanite meshes when using 16-bit GBuffer

UE - Graphics Features - Nanite - Aug 6, 2024

The base color is brighter on Nanite meshes than non-Nanite meshes when GBuffer Format is set to "Force 16-bits per channel" (r.GBufferFormat 5) even though the meshes are using the same material. ...

MemReport does not seem to respect mesh streaming

UE - Rendering Architecture - Aug 6, 2024

The function "FStaticMeshLODResources::GetResourceSizeEx(...)" does not take into account that the buffers might be emptied, due to Mesh Streaming. This causes "obj list" to report sizes larger than ...

Screen Probes and Specular Firefly Flickering near screen edges

UE - Graphics Features - Lumen - Aug 6, 2024

Lumen's rough specular indirect lighting buffer can have fireflies along the bottom and right edges of the screen. Also tested in //UE5/Main, CL: 35177423 ...

Crash when a subsystem calls GetSubsystemArray() on its owner while engine code is iterating on subsystems also obtained through GetSubsystemArray()

UE - Gameplay - Aug 6, 2024

In some occasions, engine code iterates over a certain subsystem type by calling FSubsystemCollection::GetSubsystemArray() and then calling some method on all subsystems of the returned array. This ...