Issues with global invalidation (MoviePlayer)

UE - Editor - UI Systems - Sep 27, 2024

It was mentioned that the global invalidation should be toggled off during loading screen and subsequently restore the state after. A request was made for this dynamic behavior be part of the engin ...

Geometry collection components report incorrect mass for character movement components

UE - Simulation - Visual - Sep 24, 2024

A player cannot move heavier GC objects even if we have a valid setup due to the GC not reporting the correct mass.  ...

Modifying FSuggestProjectileVelocityParameters::ResponseParam.CollisionResponse modifies FCollisionResponseParams::DefaultResponseParam

UE - Simulation - Core - Sep 17, 2024

FSuggestProjectileVelocityParameters was introduced in 5.4 and has a FCollisionResponseParams member that's initialized as a mutable reference to FCollisionResponseParams::DefaultResponseParam. str ...

Preview Text display on Font Editor does not apply SubFontFamily setting

UE - Editor - UI Systems - Sep 17, 2024

The Preview text display in the Font Editor does not apply the Sub-Font family settings. Only the Default Font Family and Fallback Font Family can be applied to the display. ...

Volumes with infinite or missing faces when importing .fbx file

UE - Graphics Tools - Modeling Tools - BSP - Sep 16, 2024

UDN Description: We are having issues with the "Create Blocking Volume" tool on StaticMeshActors. When we create a convex blocking volume (any convex, rough or heavy), we often have volumes that ha ...

Does FSlateElementBatcher::AddCachedElements need to check if r.HDR.UI.CompositeMode is enabled?

UE - Editor - UI Systems - Aug 28, 2024

When a specific configuration of HDR cvars are set, PIE in a New Editor Window will not render the game world. Settings (For DefaultEngine.ini): ```[SystemSettings] r.AllowHDR=1 r.HDR.Display.Color ...

A sampling result of DistanceFieldAOHistory is shifted to a wrong position.

UE - Rendering - Graphics Features - Aug 21, 2024

DistanceFieldAOHistory introduces ghosting at low scalability and low screen percentages. This can lead to AO artifacts and a ghosting effect from the character. This issue was also observed on //U ...

Biquad Filter is incorrect when bandpass is 1.0

UE - Audio - Aug 20, 2024

The bandwidth on the biquad loepass filter is cutting frequencies well below 20kHz when the bandwidth is 1.0. Slack convo: [Link Removed] Visualization:[Image Removed] ...

Using Fracture/Chaos Destruction with TSR as Anti-Aliasing Method generates smeared images.

UE - Simulation - Visual - Aug 15, 2024

Using Fracture/Chaos Destruction with TSR as Anti-Aliasing Method generates smeared images whenever the debris are moving. The client pointed out that the issue might come from GeometryCollectionCom ...

Lightmap UV generated on Windows and Mac is not deterministic

UE - Graphics Tools - Modeling Tools - Aug 7, 2024