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 ...

Crash when copying PF_Stencil format from the GPU to the CPU

UE - Rendering Architecture - RHI - Oct 18, 2023

This is a crash related to copying depth-stencil render targets to the CPU. See linked UDN for more info. ...

"Exclude From HLOD Levels" has no effect in a World Partition level set up with HLODs

UE - World Creation - Worldbuilding Tools - HLOD - Oct 18, 2023

Nanite landscape mesh has a significant difference with normal landscape when using large Z scale value

UE - Graphics Tools - Terrain - Landscape - Oct 17, 2023

Result : there are significant differences between the generated Nanite mesh and the original landscape mesh (see [Link Removed]) Note : the bug was originally reported on this UDN : [Link Remove ...

Unable to affect setting cubemap blend in skyLight and reflections on transluscent materials

UE - Rendering Architecture - Oct 17, 2023

Attempting to blend SkyLight Cubemaps via the SetCubemapBlend function to blend between different Cubemaps to make the changes seamless is not reflected. As a workaround, in LumenTracingCommon.ush, ...

[AI] Unable to bind StateTree task input to the properties of an output object.

UE - AI - StateTree - Oct 13, 2023

StateTree no longer binds to the properties of an output variable from a task or an evaluator. Selecting one of the child properties of the output variable results in an error string being displayed ...

Assert when toggling RHIThread

UE - Rendering Architecture - RHI - Oct 12, 2023