Data Asset Instances created from Blueprints and are not selectable in asset pickers until their parent Blueprint is loaded. They are also not displayed correctly in the Content Browser

UE - Framework - Blueprint - Sep 3, 2024

Consider a C++/BP class containing an EditAnywhere/InstanceEditable variable with type (UDataAsset*), (UPrimaryDataAsset*), or any of their subclasses. When setting this variable using a Property Ed ...

r.Shaders.Optimize=0 crashes when compiling a UI material

UE - Rendering Architecture - Materials - Sep 2, 2024

[2024.08.30-22.12.22:384][ 73]LogWindows: Error: appError called: Assertion failed: CurrentGPUVirtualAddress != 0 [Link Removed] [Line: 659] Disabling shader optimisation can crash the editor when ...

Foliage rendering issues when using both Density Scaling and MaxWorldPositionOffsetDisplacement

UE - Rendering Architecture - Aug 29, 2024

When a material with WPO effects and MaxWorldPositionOffsetDisplacement is applied to a foliage mesh, foliage applied to a map will no longer work as expected with density scaling, especially after ...

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 ...

Material instance UI doesn't show correct parameter preview for logic in a material function

UE - Rendering Architecture - Materials - Aug 27, 2024

The Material Instance UI doesn't show the correct parameter values when the logic is moved from the material graph into a material function used in that material graph. Example setup showing the wr ...

BlendListByEnum assumes that enum values are sequential

UE - Anim - Runtime - Anim Blueprints - Aug 26, 2024

FAnimNode_BlendListByEnum assumes that values within a custom enum type are sequential (ie. the index 0 = value 0, index 1 = value 1).  But this is not true of all custom enum types, for example: U ...

In some situations, a Blueprint can become devoid of an Event Graph. While no graphs are present, multiple variables can be created with the same name.

UE - Framework - Blueprint Editor - Aug 26, 2024

In some situations, a Blueprint can become devoid of an Event Graph, or be created without one from the start. For example, function "FKismetEditorUtilities::CreateBlueprint()" in UE 5.4 does not ca ...

Lumen interior light leaking occurs with realistic sun Lux values (20k)

UE - Graphics Features - Lumen - Aug 23, 2024

When a realistic sun Lux value of 20,000 for the sun directional light, interior light leaking is much more pronounced then when using the default directional light Lux value of 10 Lux. ...

Input Mapping Context entries can get into a corrupted state when swapped with another entry that has a Combo Trigger.

UE - Gameplay - Input - Aug 23, 2024

This behaviour was working correctly in version 5.3. This issue happens inside an InputMappingContext DataAsset from the EnhancedInput system. We need at least two mappings entries. One of the entri ...

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

UE - 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 ...