On NM_Client, GameplayDebugger defaults to green smiley for NPCs implying running BehaviorTree while AI info is unknown

UE - AI - Debugging - Mar 12, 2024

Context GameplayDebugger (Press ` in-game) displays a green smiley (AICON-Green) for AIControlled pawns that are running a BehaviorTree and a red angry face (AICON-Red) otherwise. If the AIControll ...

Disabling internal audio to use external audio system shows "Audio Device Manager Initialization Failed!" warning

UE - Audio - Mar 11, 2024

In addition, we can find  "Main audio device could not be initialized. Please check the value for AudioDeviceModuleName and AudioMixerModuleName in [Platform]Engine.ini." log message in the engine. ...

SAnalogSlider moves slowly when step size is large

UE - Editor - UI Systems - Slate - Mar 6, 2024

SAnalogSlider calculates FastestStepTime by multiplying the step size value by a constant, resulting in high numbers for larger step sizes. This gets lerped from 1 and used as the repeat time, resul ...

Skeletal Mesh reduction clamps UVs at 1024

UE - Anim - Rigging - Mar 4, 2024

Blueprints break when implementing a duplicated BP interface along with the original

UE - Framework - Blueprint - Mar 1, 2024

When duplicating a blueprint interface, the GraphGuids of the original BP interface's function graphs are unchanged: function graphs across the two BP interfaces now have the same GraphGuid. This is ...

Classes in TargetDenyList modules are still referenced from Components on BlueprintGeneratedClasses and cause runtime warnings

UE - Foundation - Feb 25, 2024

Other than the presence of the error and the performance cost of looking for a package on disk that does not exist, there are no behavioral problems. When running with legacy (non-iostore) pakfiles ...

Placing a section at the end of montage is not properly handled

UE - Anim - Gameplay - Feb 24, 2024

Placing a  section at the very end of a montage with no duration or animation assigned after it is not properly handled.  Normally sections with 0 length are skipped and search continues since they ...

Windows Metal Shader Compiler creates invalid shaders for iOS

UE - Platform - Apple - Feb 23, 2024

When installed app is started on device, log will say there's missing or invalid metal shaders ...

Auto Exposure Compensation Curve issue when switching from Manual to Histogram

UE - Rendering - Architecture - Feb 21, 2024

When switching the Camera's Exposure Metering Mode from Manual toHistogram, the exposure level resets and takes time to settle. The Licensee has a proposed code change that would fix this issue. Als ...

Cumulative Patching does not work with Pak signing

UE - Foundation - Feb 20, 2024

Cumulative patching is implemented by copying the generated pak files during staging of the base and each patch to the Releases directory. When creating a patch, all of the pak files from the releas ...