Crash when enabling dynamic branch on static switches in Post Process Materials

UE - Rendering Architecture - Materials - Jun 28, 2023

[Link Removed] Some functions to access parameters don't take into account the newly added runtime static switch parameters. It should be straightforward to fix these up: void UMaterialInstance:: ...

ProxyLOD - Properly handle meshes with empty sections

UE - World Creation - Worldbuilding Tools - Merge Actor - Jun 28, 2023

Some parts of the proxy mesh generation does not correctly handle empty sections. FMeshMergeHelpers::ExtractSections() will remove empty section, but some other parts of the process will not, which ...

Missing shadows when combining CSMCaching and Nanite

UE - Graphics Features - Shadows - Jun 28, 2023

A Nanite primitive casting a CSM shadow on another Nanite primitive with "Cast Shadows" disabled, will have it's shadow disappear completely when r.Shadow.CSMCaching = 1. ...

Editor crash when the renderdoc.captureframecount is set more than 1

UE - Rendering Architecture - RHI - Jun 27, 2023

PIE window resizes on launch when using Windows scaling

UE - Editor - UI Systems - Slate - Jun 22, 2023

The user suggested scaling the TitleBarSize in SWindow::GetClientRectInScreen by GetDPIScaleFactor(), which makes sense to me but doesn't seem to solve the issue entirely. ...

Assert when creating new landscape

UE - LD & Modeling - Terrain - Landscape - Jun 16, 2023

Generated from CrashReporter ...

GeometryCollection with StripOnCook and without EnableNanite causes a crash in cooked game

UE - Simulation - Physics - Destruction - Jun 16, 2023

The Strip on Cook option seems to strip even necessary data. ...

The ActionInstanceData event is incorrect when triggering a "Started" delegate which is on the same tick as a "Triggered" event

UE - Gameplay - Input - Jun 15, 2023

This is happening because the FInputActionInstance has the event as "triggered" when the triggered event and started event occur on the same frame. This is correct, but when the delegate gets fired ...

Duplicating functions doesn't reset the GUIDs of local variables.

UE - Gameplay - Jun 15, 2023

This is actually a bug with function duplication via UEdGraphSchema_K2::DuplicateGraph. After a function graph is duplicated, the function entry node still retains the same GUIDs for its local vari ...

Enhanced Input duplicately fires input event when used in Widgets.

UE - Gameplay - Input - Jun 9, 2023

When creating a UserWidget and creating a process to receive input events with Enhanced Input, input events may be generated multiple times in duplicate. To reproduce this problem, create a Widget a ...