Landscape renders black when baking with GPU Lightmass

UE - Graphics Features - Nov 7, 2023

A user encountered an issue with Landscapes not rendering once baked with GPU Lightmass. The user was using Ray Tracing. If using normal CPU Lightmass baking, landscape remains the same. ...

Curve Editor: Zoom/Pan in Normalized view constantly adjusting/changing

UE - Anim - Anim in Engine - Nov 6, 2023

Panning/Zooming in Normalized view is constantly shuffling your view around.. See Attached Video: [Link Removed] ...

Default Context Mappings Clearing Out Custom Triggers on module load

UE - Gameplay - Input - Nov 6, 2023

This is happening because UEnhancedPlayerInput::UEnhancedPlayerInput is attempting to load the IMC asset, but if your triggers are defined outside the engine module then it would trigger a load of t ...

Editor freezes when saving a MaterialInstance

UDN users have reported hangs in the material editor when editing specifi material instances. This seems to be a threading bug, as CompileDebugViewModeShaders()  is waiting for a shader compilation ...

LevelSequenceActor sequencer loaded with DataLayer does not progress track when played

UE - Anim - Sequencer - Nov 1, 2023

In UE5.2, there seems to be a problem with the initialization of the reloaded LevelSequenceActor. SequencePlayer->Initialize is not called in  ALevelSequenceActor::InitializePlayer() and Tick regist ...

DrawDebug elements on screen affect aspect ratio letterboxing

UE - Rendering Architecture - Nov 1, 2023

During gameplay when the view target camera's aspect ratio is not exactly the viewport's aspect ratio, the presence of rendered debug draw elements (DrawDebugArrow, etc) makes the viewport's rendere ...

FAnimationRuntime::BlendPosesPerBoneFilter() causes an assertive crash when Skeletal Mesh LOD is changed

UE - Anim - Runtime - Nov 1, 2023

The crash occurs from "check(BoneBlendWeights.Num() == NumBones);" This crash occurs when the following conditions are met;The skeletal mesh LOD is changed.The number of bones is difference between ...

Customizations that use FDetailPropertyRow::CustomWidget and set the visibility attribute do not honor it

UE - Editor - Workflow Systems - Oct 31, 2023

Customizations that use FDetailPropertyRow::CustomWidget and set the visibility attribute do not honor it. A Customization set up like the below, for instance, will not honor the Visibility in red d ...

Foot Placement tries to step on vertical surfaces

UE - Anim - Gameplay - Oct 31, 2023

From a community member: Are you responsible also for the FootPlacement node? Its fantastic, but there is a possible bug with the walkable surface handling. It tries to step even on vertical surfac ...

GAS: Ability that destroys owning actor on activate causes crashes due to ABILITYLIST_SCOPE_LOCK

UE - Gameplay - Gameplay Ability System - Oct 31, 2023

A GameplayAbility that destroys its owning actor inside ActivateAbility() causes a crash, because actor destruction will modify the ability list but ActivateAbility() is called within an ABILITYLIST ...