Resizing game window is very slow on Mac

UE - Platform - Apple - Mar 16, 2023

Reported here [Link Removed] Also see attached screen capture. Could be that we do not pause rendering when resizing. ...

Actor scale can be different on client and server when spawning with scale of (1,1,1)

UE - Networking - Feb 28, 2023

When spawning an actor, we don't seem to replicate the scale if it's set to (1,1,1), even if the root component's default scale is different to this. This results in the client using the default sca ...

Light shaft bloom oscillating with TAA/TSR

UE - Graphics Features - Feb 23, 2023

Ensure failing when skeletal mesh uses CapsuleIndirectShadow while Anti aliasing method is MSAA

UE - Platform - XR - Feb 23, 2023

Video of issue provided by licensee can be seen here - [Link Removed] ...

OnComponentHit Event is not triggered when hit by a spawned actor with simulate physics enabled for WheeledVehiclePawn with BoxCollison

UE - Simulation - Physics - Feb 20, 2023

BoxCollison's OnComponentHit event is not triggered when BoxCollison hits a spawned actor with simulate physics enabled. The event is triggered if the same actor has been placed in the level beforeh ...

Can start PIE in New Editor Window during PIE instance's online login

UE - Networking - Feb 17, 2023

When starting a PIE instance using the "Selected Viewport" play mode, the ability to start another PIE session is blocked (handled in FInternalPlayWorldCommandCallbacks::PlayInViewport_CanExecute). ...

Blueprint Nodes no longer Grid Snap to straight lines

UE - Editor - 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 ...

Stencil Test Post Process Breaks in Stereo Rendering

UE - Platform - XR - Feb 9, 2023

[Link Removed] post process material is blacking out our left eye A test project is provided. ...

Calling RemoveAllAnchors function on a non-clustered geometry collection falls extremely fast

UE - Simulation - Physics - Destruction - Feb 8, 2023

Non-clustered geometry collections applied RemoveAllAnchors are not put into FPBDRigidsSOAs::DynamicGeometryCollectionArray, so acceleration is not reset every tick and they fall super fast. The fol ...

Material Editor Group Sorting section missing

UE - Rendering Architecture - Materials - Feb 6, 2023