Lumen doesn't use correct sky light settings when GI scalability changes from Low to High

UE - Graphics Features - Lumen - Sep 24, 2024

When the Global Illumination scalability settings are changed in the editor from High to Medium, they primarily act on the r.Lumen.DiffuseIndirect.Allow and r.SkyLight.RealTimeReflectionCapture.  No ...

Iris - Ensure in MarkObjectDirty when calling multicast from component owned by bOnlyRelevantToOwner actor

UE - Networking - Iris - Sep 24, 2024

It seems as though the component is in scope for more than one connection, despite its owner only being relevant to one. Enabling Net.Iris.Filtering.ValidateNobSubObjectInScopeWithFilteredOutRootObj ...

Geometry collection components report incorrect mass for character movement components

UE - Simulation - Physics - Sep 24, 2024

A player cannot move heavier GC objects even if we have a valid setup due to the GC not reporting the correct mass.  ...

Retargeting Retain Additive Flags option keep reference to the original sequence in additive settings

UE - Anim - Rigging - Retargeting - Sep 24, 2024

Asset Details > Additive Settings when retargeting are copied over but reference to the animation sequence that was used in the original is kept. Batch retargeting process correctly identifies that ...

Strip out disabled Pose Search Database animations during cook

UE - Anim - Gameplay - Sep 23, 2024

Animations that are disabled in the Pose Search database still get loaded in a cooked build ...

GameFeature Plugins do not chunk as expected when using PrimaryAssetLabels

UE - Gameplay - Sep 23, 2024

There is some unexpected behaviour around GameFeature Plugins (GFPs) when packaging with chunking enabled most noticeable when using PrimaryAssetLabels (PALs). Firstly, PrimaryAssetLabels do not ap ...

Blueprint improperly marked dirty when it contains a latent node with a byte enum

UE - Gameplay - Blueprint Editor - Sep 23, 2024

In UE 5.4, when deleting actors in our levels, some blueprints will be mark dirty despite not having changed. We traced that down to FAssetRenameManager::CheckPackageForSoftObjectReferences. The af ...

In UChaosGameplayEventDispatcher::HandleCollisionEvents(), when bSwapOrder = true, Comp1 should be set to PhysicsProxy0's owning component, not PhysicsProxy1's.

UE - Simulation - Physics - Solver - Sep 18, 2024

Implementing an EventHit node in a Geometry Collection Actor and printing the Names of the returned values, it wrongly returns the reference to this Actor (self) on the Other actor object reference, ...

Niagara Editor Viewport will crash when rendering opaque materials with Mobile Multi-View and Mobile Vulkan Preview Enabled

UE - Niagara - Rendering - Sep 18, 2024

The Niagara viewport will crash when rendering opaque sprites if Mobile Multi View and the mobile preview are enabled. Additive materials do no crash, and if the viewport is not set to lit it does ...