Budget allocator fails to register components dropped into a level when NetMode is client on PIE

UE - Anim - Runtime - Oct 24, 2023

Registration of budgeted components with the allocator fails when running in ENetMode::NM_Client.  The initialization order when running in this mode is different to Standalone net mode which ends u ...

Migrating a project from UE5.2 to UE5.3.1, there was a difference in the navmesh generated on HISM

UE - AI - Navigation - Oct 24, 2023

HISM is generated by ConstructionScript Actor is placed on the level and navmesh is generated on top of HISM. In UE5.2, the navmesh was generated without splitting on the HISM. In UE5.3, a break occ ...

Editor iOS rotation specifiers are not followed (especially Portrait)

UE - Platform - Apple - Oct 20, 2023

Specifying which orientations the iOS app supports are not honoured correctly.  ie: a landscape only game will still render in Portrait mode even when Portrait is disabled in the iOS Settings panel ...

Volumetric fog black and not updating with real-time capture skylight

UE - Rendering Architecture - Oct 20, 2023

It looks like the skylight is not updating the CPU side SH values when Real Time Capture is enabled, and thus old/empty values are sent to the fog. ...

Possessable bound to Spawnable in parent sequence will break if its the only binding in the subsequence/shot

UE - Anim - Sequencer - Oct 19, 2023

Possessables bound to spawnables in parent sequences can break after the parent it de-spawned.  ...

Landscape layers ending with _0, _1, etc. don't work

UE - LD & Modeling - Terrain - Landscape - Oct 19, 2023

Result : only the layer not ending with _0 or _1 will actually render (i.e. Layer0 in the previous example) Expected result : all 3 layers can be painted, no matter their name ...

Volumetric Clouds High Quality Aerial Perspective Issue

UE - Rendering Architecture - Oct 19, 2023

There is a workaround to set r.VolumetricRenderTarget.Mode=1. The lines appear to be coming from the temporal component of the Volumetric Clouds. Each frame, the lines are merged in from the previou ...

PIE crash on infinite loop in a BP construction script

UE - Gameplay - Blueprint Runtime - Oct 19, 2023

From the [Link Removed]: We had an issue where PIE was being stopped due to an "infinite loop" being detected in one of the blueprints construction script. This was also crashing the editor as the ...

Renaming WP map does not remove original external actors

UE - World Creation - Worldbuilding Tools - OFPA - Oct 19, 2023

Renaming a WP map through the content browser does not delete the external actors associated with the originally named map. The rename duplicate builder seems to work correctly and can be used inste ...

In UInstancedStaticMeshComponent, when some instances have near-zero scale, removing instances crashes the engine

UE - Rendering Architecture - Oct 19, 2023

Class "UInstancedStaticMeshComponent" deliberately leaves null pointers in the "InstanceBodies" array of FBodyInstances. This can be seen in methods such as: [Engine\Source\Runtime\Engine\Private\I ...