Client disconnect during seamless travel results in incorrect NumPlayers and NumTravellingPlayers

UE - Networking - Jul 31, 2024

This issue seems to stem from HasClientLoadedCurrentWorld returning true in AGameMode::RemovePlayerControllerFromPlayerCount. When removing a player controller, the GameMode checks if a seamless tra ...

Foliage breaking when used Sublevels into a Persistent Level

UE - World Creation - Worldbuilding Tools - Foliage - Jul 31, 2024

Duplicating an imported socket wrongly displays the duplicate as also imported

UE - Graphics Tools - Modeling Tools - Mesh Editing - Jul 31, 2024

The duplication of an imported mesh wrongly marks it as also imported from the source mesh. The probable cause is data duplication without taking this edge case into account. I suggest checking Unr ...

Landscape Import is per-region and does not calculate normals along the borders

UE - Graphics Tools - Terrain - Jul 31, 2024

Seams are found after importing a tiled landscape. ...

Landscape Transparent with r.Lumen.DiffuseIndirect.Allow 0

UE - Graphics Tools - Terrain - Landscape - Jul 31, 2024

FILTER_COMMANDLINE_LOGGING cannot be used without forcing UE_COMMAND_LINE_USES_ALLOW_LIST

UE - CoreTech - Jul 30, 2024

There's two ways to affect the commandline in CommandLine.cpp: FILTER_COMMANDLINE_LOGGING - for filtering certain or all args (if left empty) from the log. UE_COMMAND_LINE_USES_ALLOW_LIST - for on ...

HideBoneByName translates bone to parent which breaks skinning

UE - Anim - Jul 30, 2024

Calling HideBoneByName on a bone causes that bone (and all it's children) to be translated to the parent bone's location.  This code in UpdateRefToLocalMatricesInner is responsible: bool bNeedToHid ...

'Platform Stats' incorrectly display the number of Texture Calls for a material

UE - Rendering Architecture - Materials - Jul 29, 2024

When the DBuffer is disabled in the project settings, the Material Editor Stat page will still display the estimated texture lookups for the DBuffer. It appears that the code that adds these estimat ...

Memory leak when Lumen is disabled but r.MeshCardRepresentation=1

UE - Graphics Features - Lumen - Jul 29, 2024

When Lumen is disabled, but the cvar "r.MeshCardRepresentation" is set to 1, Lumen will continuously enqueue object removal from the Lumen Scene, without ever emptying the array of primitives to rem ...