Duplicate subobjects when you attach to an OptionalDefaultSubobject

UE - Gameplay - Components - Jun 3, 2022

I believe that this is happening because of a problem within USubobjectDataSubsystem::FindOrCreateAttachParentForComponent where it is creating duplicates of the character mesh because the "TestScen ...

Properly handle child actor component referencing Level Instance actor

UE - World Creation - Worldbuilding Tools - Level Instances - Jun 3, 2022

Material fails to compile when virtual texture is connected to opacity mask only through Make/Break Material Attributes

UE - Graphics Features - Jun 2, 2022

If we connect a virtual texture to the opacity mask output of a material the material will fail to compile. Currently this is expected because allowing it could cause problems such as:No virtual tex ...

Editor crash after unload a data layer

UE - World Creation - Worldbuilding Tools - World Partition - Jun 2, 2022

HighResShot's bDumpBufferVisualizationTargets does not work on PNG output.

UE - Rendering Architecture - RHI - Jun 2, 2022

If the same command is executed with 4.27, multiple screenshots will be saved. ...

Crash when trying to copy-paste nodes in a module graph

UE - Niagara - Jun 1, 2022

The nodes I tried to copy are in the screenshot. Hit an ensure before the crash: Ensure condition failed: ScriptVariable != nullptr [NiagaraScriptGraphViewModel.cpp][Line: 294] Script variable sh ...

USDStage - USD Material Overrides not reading

UE - Editor - Content Pipeline - USD - May 31, 2022

USD material overrides do not get applied properly to a USDStage prim inside UE.     When a material override that is set to a parent prim of USD Material, the override is ignored.   A usd material ...

Wobbling effect on meshes

UE - Graphics Features - May 31, 2022

Weird wobbling rendering artifact are generated on the surface of the Mesh located far from the origin.  ...

Blueprint context menu doesn't list function calls for array properties

UE - Gameplay - Blueprint - May 31, 2022

Possibly one of the lesser know features of Blueprints is that we allow the connection of an array of actors to the "self" pin of a function (see pic). This is essentially a shorthand for writing an ...

Runtime Virtual Texture samples at low precision for very large volumes

UE - Graphics Features - May 31, 2022

When using a runtime virtual texture with a resolution of greater than 2^24 we can start to see a lack of precision in sampling when the sampling UVs get closer to 1. To see this we need to be usin ...