HighResScreenshot crashes in windows packaged exe

UE - Rendering Architecture - Mar 22, 2023

FHighResScreenShotConfig::Init() sets the materials only in the Editor, due to a #if WITH_EDITOR block. However, the FViewport class exposes the TakeHighResScreenShot to non-editor builds as well, l ...

AssetManager: PrimaryAssets: Allow PrimaryAssetTypesToScan entries to be extended from plugins to add directories

UE - Foundation - Data Pipeline - Cooker - Feb 23, 2023

Game.ini:[/Script/Engine/AssetManagerSettings]:PrimaryAssetTypes is an ini setting to specify which PrimaryAssets should be used by the engine during cook to specify which packages gets cooked and w ...

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). ...

TSR ghosting when see through translucent wall

UE - Graphics Features - Feb 7, 2023

see through a translucent material will cause ghosting  This issue did not occur in 5.0, it occurs when using TSR on UE 5.1 or later. ...

UResavePackagesCommandlet::CheckoutFile() logs warnings for skipped files

UE - Foundation - Cpp Tools - Automation Tool - Feb 1, 2023

User reported. UResavePackagesCommandlet::CheckoutFile(const FString& Filename, bool bAddFile = false, bool bIgnoreAlreadyCheckedOut = false) has a parameter to ignore files that are already ch ...

HDRI Backdrop and Lumen compatibility issues

UE - Graphics Features - Lumen - Jan 24, 2023

Near Clip Plane project setting has no effect

UE - Rendering Architecture - Jan 18, 2023

Characters can not pass through back faces of triangle meshes

UE - Simulation - Physics - Query - Jan 17, 2023

Here is a work around bool FTriangleMeshSweepVisitor::VisitSweep(const TSpatialVisitorData<int32>& VisitData, FRealSingle& CurDataLength) { ... if (CullsBackFaceSweepsCode != 0) { if ...

Motion Blur Ghosting from Skeletal Mesh Animation

UE - Graphics Features - Jan 12, 2023