mobile DOF setting is not applied when play on standalone mode

UE - Platform - Mobile - Feb 20, 2023

In 5.0, the mobile depth of field settings were correctly reflected when running standalone. However, in 5.1, the DOF doesn't appear to be working correctly and the focus is off, causing a blurry im ...

If CustomNearClippingPlane of UCineCameraComponent changed, it will be reflected in normal CameraComponent as well

UE - Anim - Sequencer - Feb 17, 2023

CustomNearClippingPlane of UCineCameraComponent is new property in 5.1, but if use change this, it will also be reflected in the normal CameraComponent's NearClip. This is because the PerspectiveNe ...

[AI] ZoneGraph does not automatically rebuild when Build ZoneGraph While Editing flag is enabled.

UE - AI - Feb 16, 2023

ZoneGraph is failing to build automatically in the editor even when the flag for Build Zone Graph While Editing is enabled. Things tried that do not cause an automatic rebuild are:Moving, rotating, ...

LiDAR asset is distorted when reopening the level after closing it.

UE - Editor - Content Pipeline - Feb 15, 2023

Found an issue with the asset in the steps to reproduce in //UE5/Release-5.2 CL 24238206 Perforce. When closing and reopening the project the asset in the viewer shows up as distorted. The issue occ ...

Crash during cloth initializations while the debug materials are being loaded.

UE - Simulation - Physics - Character - Feb 15, 2023

The FGCObject::AddReferencedObjects() can be called during the LoadObject for the cloth debug materials, while the material object pointers are not yet initiliazed, causing the editor to crash. ...

Adjusting the Editor Camera Speed's Scalar or Speed causes the UI element to jitter

UE - Editor - Workflow Systems - Feb 14, 2023

Repro Rate 5/5 ...

When editing a Niagara module an error can occur if using non-module functions, even with a correctly set usage bitmask

UE - Niagara - Feb 14, 2023

When editing the module the call to FHlslNiagaraTranslator::HandleDataInterfaceCall has the usage "Module", so it treads the module as if that was its stack context, even though the module's usage b ...

Stateless Connect Handler's SessionId and ClientId checks not working with SteamSockets

UE - Online - Feb 14, 2023

We've had a couple of reports of the recently added session/client id checks in the StatelessConnectHandlerComponent failing when using SteamSockets. The connections fail with the "Rejecting handsha ...

FMassArchetypeData::ExecutionFunctionForChunk crashes on binding shared fragments

UE - AI - Mass - Feb 14, 2023

FMassArchetypeData::ExecutionFunctionForChunk is using wrong mappings while binding shared fragments. It's using RequirementMapping.ChunkFragments while it should use RequirementMapping.ConstSharedF ...

Blueprint Nodes no longer Grid Snap to straight lines

UE - Editor - Feb 13, 2023

5.0:[Link Removed] 5.3:[Link Removed] Attached is a video of the two screenshots overlaid and lined up by their top edges. It appears that the Begin Play node (and others?) have more padding now, w ...