PythonScriptPlugin: UE_LOG Format Changed to Unicode after Redirection

UE - Editor - Feb 15, 2023

PythonScriptPlugin sets std output mode to _O_BINARY but fails to restore it to the previous state afterwards because cached StdOutMode is already _0_TEXT, hence _setmode returns -1. See PythonScri ...

Crash during cloth initializations while the debug materials are being loaded.

UE - Runtime - Simulation - Feb 15, 2023

The FGCObject::AddReferencedObjects() can be called during the LoadObject for the cloth debug materials, while the material object pointers are not yet initiliazed, causing the editor to crash. ...

When editing a Niagara module an error can occur if using non-module functions, even with a correctly set usage bitmask

UE - Niagara - Feb 14, 2023

When editing the module the call to FHlslNiagaraTranslator::HandleDataInterfaceCall has the usage "Module", so it treads the module as if that was its stack context, even though the module's usage b ...

Stateless Connect Handler's SessionId and ClientId checks not working with SteamSockets

UE - Online - Feb 14, 2023

We've had a couple of reports of the recently added session/client id checks in the StatelessConnectHandlerComponent failing when using SteamSockets. The connections fail with the "Rejecting handsha ...

GameThread + AsyncLoadingThread deadlock - StaticLoadObject vs. StaticAllocateObject

UE - CoreTech - UObject - Feb 14, 2023

User reported encountering a deadlock between GameThread and AsyncLoadingThread and provided two callstacks.User quote I've been running into a deadlock intermittently with a custom blueprint conso ...

AnimDrawDebug does not work if using RootMotion from Everything

UE - Anim - Gameplay - Feb 14, 2023

Debug drawing with AnimDarwDebug~ does not work when RootMotionMode is set to "RootMotion from Everything". In addition, the same issue occurs when MultiThread of Animation is turned off. Licensee ...

FMassArchetypeData::ExecutionFunctionForChunk crashes on binding shared fragments

UE - AI - Mass - Feb 14, 2023

FMassArchetypeData::ExecutionFunctionForChunk is using wrong mappings while binding shared fragments. It's using RequirementMapping.ChunkFragments while it should use RequirementMapping.ConstSharedF ...

Blueprint Nodes no longer Grid Snap to straight lines

UE - Framework - Blueprint - Feb 13, 2023

5.0:[Link Removed] 5.3:[Link Removed] Attached is a video of the two screenshots overlaid and lined up by their top edges. It appears that the Begin Play node (and others?) have more padding now, w ...