Decal actor's decal size is rendered with double length

UE - Rendering - Architecture - Oct 4, 2022

Licensees have reported that they want to specify the Size in the same unit as cube on level. Looking at the engine, it seems that the Decal Size is currently set as the half size of the Box. [Imag ...

Artifacts when using virtual textures for multiple attributes in material layers

UE - Rendering - Architecture - Materials - Sep 29, 2022

When using the Material Layer system and virtual textures, the number of physical texture samples in the shader increases with the number of material attributes that a virtual texture writes to. The ...

Multiple water body blend modes produce unexpected results

UE - Graphics Tools - Terrain - Water - Sep 16, 2022

LandscapeExportWeightmapToRenderTarget not implemented

UE - Graphics Tools - Terrain - Landscape - Sep 6, 2022

LandscapeExportWeightmapToRenderTarget is not implemented:bool ALandscapeProxy::LandscapeExportWeightmapToRenderTarget(UTextureRenderTarget2D* InRenderTarget, FName InLayerName) { returnfalse; } ...

[AI] Debug Render Scene Proxy hits ensure for registering a delegate twice during level streaming.

UE - AI - Debugging - Aug 31, 2022

Description from licensee: We're seeing an ensure get tripped up in FDebugRenderSceneProxy that says "DrawDelegate is already Registered!". Debugging the issue, we have confirmed that the DrawDeleg ...

Breaking level instances does not adequately fix up actor references

UE - World Creation - Worldbuilding Tools - Level Instances - Aug 29, 2022

Details in link. ...

Crash when dragging and dropping sub-level Actors into HLOD Outliner

UE - World Creation - Worldbuilding Tools - HLOD - Aug 25, 2022

In 4.27.2 a new cluster is created without any problem. ...

FBX animations generated under fractional framerates fail to import

UE - Runtime - Animation - Aug 24, 2022

We now have the following error that is generated in FFbxImporter::ValidateAnimStackif (!FMath::IsNearlyZero(SubFrame, KINDA_SMALL_NUMBER) && !FMath::IsNearlyEqual(SubFrame, 1.0f, KINDA_SMALL_NUMBER ...

Physical Material Masks do not work in non-editor builds

UE - Runtime - Simulation - Aug 12, 2022

Physical material masks are not working as expected in cooked builds. Licensee reports that the mask data is empty at runtime. ...