Reflection Captures permanently unload with world streaming

UE - Graphics Features - Jul 19, 2024

When a reflection capture is unloaded due to streaming, it cannot be reloaded when the player returns to that area in the world because FReflectionCaptureData::OnDataUploadedToGPUFinal deletes the C ...

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 ...

Landscape Layer Painting issues when painting near the edge of delete Landscape Proxies.

UE - LD & Modeling - Terrain - Jul 19, 2024

It appears that the landscape painting tool is not correctly taking into account deleted landscape sections, resulting in artifacts inside of the weight textures. ...

(BUG) Sequencer Root motion breaks down when using SwapRootWithActor, translation track and transform origin actor

UE - Anim - Sequencer - Anim in Engine - Jul 19, 2024

When "Sequencer.ThreadedEvaluation.AllocationThreshold 8" is initiated, characters in a level sequence that have “Swap Root Bone Actor” activated on their animation will begin to slide very fast acr ...

Regression - Inherited component properties on actor instances of derived blueprints are silently reset to defaults when the blueprint is compiled, causing data loss

UE - Gameplay - Jul 19, 2024

In certain circumstances, when a derived blueprint is compiled, all properties from its inherited components can be silently reset to defaults on instances placed on the current level. This results ...

Sequencer- New takes will not respect project setting take number if initial asset doesn't have a shot number

UE - Anim - Sequencer - Jul 18, 2024

With 5.2, we allowed the take separator to be multiple characters long. But it would appear that when using this feature, if you don't also have a 'shot number' before the take separator, then the n ...

Scalebox scaling won't update if child size changes with global invalidation enabled

UE - Editor - UI Systems - Slate - Jul 17, 2024

When global invalidation is enabled, Scale Boxes don't react properly to changes in the size of their contents. Licensees have worked around this by updating SScaleBox::OnArrangeChildren:// This sca ...

Geometry with Static Shadow Invalidation Behaviour being written into invalidated VSM Pages

UE - Graphics Features - Shadows - Jul 17, 2024

Geometry that has its "Shadow Cache Invalidation Behavior" set to "Static" will still draw in the dynamic shadow cache when it is experiencing WPO ...

Sequencer- Cannot change multiple selected spawnable's class

UE - Anim - Sequencer - Jul 17, 2024

Only the first selected spawnable actor binding will have its class changed when selecting 'Change Class' from the right click menu. ...

In ULevelStreamingLevelInstance::UpdateStreamingState, AddToWorld() is called before OnLoadedActorsAddedToLevelPreEvent causing ID clash

UE - World Creation - Worldbuilding Tools - Jul 16, 2024

ULevelStreamingLevelInstance::OnLoadedActorsAddedToLevelPreEvent has a comment that states it must be called before actors are registered with the world, but in ULevelStreaming::UpdateStreamingState ...