Classes in TargetDenyList modules are still referenced from Components on BlueprintGeneratedClasses and cause runtime warnings

UE - Foundation - Feb 25, 2024

Other than the presence of the error and the performance cost of looking for a package on disk that does not exist, there are no behavioral problems. When running with legacy (non-iostore) pakfiles ...

Placing a section at the end of montage is not properly handled

UE - Anim - Gameplay - Feb 24, 2024

Placing a  section at the very end of a montage with no duration or animation assigned after it is not properly handled.  Normally sections with 0 length are skipped and search continues since they ...

Windows Metal Shader Compiler creates invalid shaders for iOS

UE - Platform - Apple - Feb 23, 2024

When installed app is started on device, log will say there's missing or invalid metal shaders ...

Gameplay Ability System Attribute Modifiers with a duration (including infinite) do not respect tag requirements

UE - Gameplay - Gameplay Ability System - Feb 21, 2024

When using infinite or duration-based effects, required and ignored tags will have no effect on attribute modifiers. This appears to be caused by OnAttributeAggregatorDirty (GameplayEffect.cpp:2917) ...

Auto Exposure Compensation Curve issue when switching from Manual to Histogram

UE - Rendering - Architecture - Feb 21, 2024

When switching the Camera's Exposure Metering Mode from Manual toHistogram, the exposure level resets and takes time to settle. The Licensee has a proposed code change that would fix this issue. Als ...

MustBeMappedGUID errors after several seamless travels

UE - Networking - Feb 19, 2024

This seems to be the same issue as was reported in [Link Removed], as enabling net.ResetAckStatePostSeamlessTravel resolves the issue. However, it was recently reported that disabling net.FilterGuid ...

UNetDriver server-side hitch results in ActorInfo->NextUpdateTime far into future

UE - Networking - Feb 16, 2024

A high UWorld::Tick DeltaSeconds (i.e. GameThread hitch) results in a high UNetDriver::TickFlush DeltaSeconds. This DeltaSeconds can high (many seconds) if the hitch is long. This value then affects ...

IK Rig/Retargeter editors' Preview viewport doesn't display static mesh attachments

UE - Anim - Rigging - Retargeting - Feb 12, 2024

Many of the animation asset editors don't display static mesh attachments in the way that the anim sequence or anim bp editor do.  This prevents users from previewing characters that are built from ...

Deformer Graph editor Preview viewport doesn't display static mesh attachments

UE - Anim - Rigging - Deformer - Feb 12, 2024

Many of the animation asset editors don't display static mesh attachments in the way that the anim sequence or anim bp editor do.  This prevents users from previewing characters that are built from ...

NMT_Failure message not received on client when listen server shuts down

UE - Networking - Feb 6, 2024

Shutting down a dedicated server seems to result in the expected behavior, where both messages are received, but it may be possible for the circumstances causing the issue to occur on a dedicated se ...