Sequencer: Skeletal Animation with montages can cause blending issues when re-playing the same sequence on the same character

UE - Anim - Sequencer - Oct 1, 2024

The code in MovieSceneSkeletalAnimationSystem.cpp storages montage data on a per skeletal mesh component, per section basis. This (and a few other bits of logic) cause issues for external UDN user w ...

r.Shaders.Optimize=0 crashes when compiling a UI material

UE - Rendering Architecture - Materials - Sep 2, 2024

[2024.08.30-22.12.22:384][ 73]LogWindows: Error: appError called: Assertion failed: CurrentGPUVirtualAddress != 0 [Link Removed] [Line: 659] Disabling shader optimisation can crash the editor when ...

UHapticFeedbackEffect_SoundWave Initialize does not populate Raw Data in the HapticsBuffer

UE - Platform - XR - Jul 19, 2024

From the UDN:  >  Open HapticsFeedbackEffect.cpp and naivgate ~ line 150; note HapticBuffer has length populated but never write the actual buffer data. LikeReplySelect as Best Seems like a simple f ...

CommonUI Analog Cursor + Enhanced Input triggers cause Gamepad Face Button Bottom triggers to get stuck when alt-tabbing

UE - Gameplay - Input - Jun 18, 2024

Reproduction rate: 5/5 Regression check: No, this also occurs in 5.4.2. Please note that this issue only reproduces with the Gamepad Face Button Bottom and does not occur for any other gamepad butt ...

DataValidationCommandlet has no GC strategy and can run out of memory on large projects.

UE - Editor - Content Pipeline - May 27, 2024

The DataValidationCommandlet can run out of memory during execution as it does not unload any of the validated assets. This does not seem to be specific to the commandlet, since the UEditorValidato ...

Depth of field and Refraction issue

UE - Rendering Architecture - May 15, 2024

Refraction does not adjust the scene depth texture, leading to a mismatch between Scene Color samples and Scene Depth samples. ...

Nanite static mesh components are not individually highlighted when selected

UE - Rendering Architecture - Apr 30, 2024

Non-nanite static mesh components still show an individual highlight outline which individually selected even with other non-nanite static mesh components in the same actor. This is different when t ...

Sampler Source: From Texture Asset with Streamed Virtual Texture

UE - Rendering Architecture - Mar 28, 2024

It appears that Texture Samplers for Virtual Textures do not respect the Tiling Method from the Virtual Texture Asset when the "Sampler Source" is set to "from texture asset". ...

"Build All Levels" does not re-AddNavigationSystemToWorld

UE - AI - Navigation - Feb 28, 2024

The Build All Levels editor action cleans up the world's NavDataSet (UNavigationSystemV1::NavDataSet) as pre-rebuild world cleanup by calling: SetNavigationSystem(nullptr); inside UWorld::Cleanu ...