Landscape visualizer artifacts with nanite enabled

UE - Graphics Tools - Terrain - Landscape - Nov 8, 2024

After changing SupportedAgent settings, old Recast nav mesh actor is not deleted when saving map with External Actors (OFPA) enabled

UE - AI - Navigation - Nov 8, 2024

Context Recast lets you configure multiple agent types in Project Settings > Navigation System > Supported Agents. When agents have unique settings such as agent radius, building a nav mesh results ...

UAT crashing at end of build calling FScopedSceneLock_Chaos::LockScene()

UE - Simulation - Core - Nov 7, 2024

UAT has intermittent crashes at the end of  packaging. Looks related to  [Link Removed] . Could be that the solver is being destructed after the null check earlier in the function if this is multit ...

Safezones on Android not set properly when orientation changes

UE - Platform - Mobile - Nov 5, 2024

Looks like the resize that does the safe zone update is done before the orientation is updated.  I suggested swapping the order to licensee in the UDN ticket and it worked for him.  This should be t ...

Actors removed from the world are unregistered both before and after EndPlay

UE - World Creation - Worldbuilding Tools - Nov 5, 2024

Actors that are removed from the world have UnregisterAllComponents called twice. Removal can be caused by unloading a data layer that owns the actor. In cases like exiting the application or destr ...

Frustum culling provides inconsistent results causing particles to render even when the bounds are out of view.

UE - Niagara - Rendering - Nov 5, 2024

When the camera is just outside of the box bounds and it is angled directly away from it , it will start rendering the particles again (as determined by stat GPU differences) despite being out of vi ...

Optimization: CharacterMovementComponent doesn't need overlap check for combining moves for stationary characters

UE - Gameplay - Player Movement - Nov 4, 2024

The overlap checks are used to see if we can warp back to the previous position to combine network moves to longer moves, but making sure we wouldn't put the character in penetration when rolling ba ...

Null Material Layers in Material Instances cause Opacity Mask and WPO to break on Nanite Meshes

UE - Rendering Architecture - Materials - Oct 31, 2024

When a Material Instance is loaded that has a nullptr layer in StaticParametrs.Materiallayers.  The Material Instance will create it's own CachedExpressionData but the ConnectedParameterMask will be ...

Investigate Actors assigned to both partitions

UE - World Creation - Worldbuilding Tools - HLOD - Oct 31, 2024