Assert when toggling RHIThread

UE - Rendering Architecture - RHI - Oct 12, 2023

AbilitySystemComponent::NotifyAbilityEnded Can Crash due to Callbacks Invalidation Specs

UE - Gameplay - Gameplay Ability System - Oct 11, 2023

Pasting from the UDN: Unsafe code in AbilitySystem can lead to crash when granting an ability inside OnAbilityEnded Hello. We just ran into a crash. After investigation, it seems to be caused by ...

Ctrl+B doesn't browse to asset when Sequencer is open

UE - Anim - Sequencer - Oct 11, 2023

Disabling DFAO prevents landscape from contributing to Lumen scene

UE - Graphics Features - Lumen - Oct 10, 2023

From licensee: We disabled DFAO on our project (using r.DistanceFieldAO 0) to replace it with Lumen occlusion, as the combination of both was creating dark blobs under bushes and grass. However, we ...

Editing primary assets breaks the asset manager list of game feature data assets

UE - Gameplay - Oct 6, 2023

When Game Feature Data assets are loaded as part of the Registering step in the game feature state machine used by Lyra and other games, they register themselves by calling AddGameFeatureToAssetMana ...

Hitting a breakpoint in widget blueprint while running PIE with Selected Viewport mode blocks entire editor rendering

UE - Editor - UI Systems - UMG - Oct 6, 2023

This problem does not occur when running PIE with New Editor Window mode. ...

Control Rig function nodes cannot have their color changed in 5.3

UE - Anim - Rigging - Control Rig - Oct 5, 2023

UBlueprintEditorLibrary::RemoveUnusedVariables doesn't treat the implicit target of an Event nodes as used

UE - Gameplay - Blueprint - Oct 4, 2023

UBlueprintEditorLibrary::RemoveUnusedVariables removes (object) variables from a blueprint even if that blueprint graph had Event nodes that are bound "inline" to that object variable. For example: ...