Errors occur when moving duplicated Material Instances

UE - Rendering Architecture - Materials - Feb 9, 2023

Licensees have reported that two UMaterialInterfaceEditorOnlyData objects are being created for duplicated assets, causing a name conflict when renaming. ...

Index of Texture Cube Array cannot be specified with VisualizeTexture on D3D11

UE - Rendering Architecture - RHI - Feb 8, 2023

Licensees have reported that they always see Index 0 for Texture Cube Arrays. Looking at the RenderDoc, Index1 has a white texture but it's not actually visible.[Image Removed] ...

NiagaraEditor timeline folders are not saved correctly

UE - Niagara - Feb 8, 2023

It works correctly in 5.0.3. ...

Light leaks when cast shadow disabled light is applied to the Hair material.

UE - Graphics Features - Shadows - Feb 27, 2023

There seems to be a leak in the ContactShadow determination in DeferredLightingCommon.ush ShadowRayCast(), but I could not determine if this is the specification. This problem always occurs from 4. ...

Crashes when playing Slomo on NiagaraSystem with Solo and DesiredAge.

UE - Niagara - Mar 23, 2023

When Slomo 2 is used to speed up the process, TicksToProcess is greater than 1, which means that ManualTick is called several times during one loop.  When playback is completed by a ManualTick in t ...

Decal material is drawn twice when using mesh decals in mobile forward

UE - Platform - Mobile - Jun 26, 2023

For desktop renderers, deferred and forward are both one draw.[Image Removed][Image Removed] ...

Breakpoints don't work in Anim Node Functions

UE - Anim - Runtime - Anim Blueprints - Jun 27, 2023

Anim node functions are difficult to debug because breakpoints don't get triggered, and printing is difficult from within the function too. ...

Console history in packaged game is not saved

UE - CoreTech - Jul 25, 2023

Console history is saved correctly in 5.1. The cause is input.ini in EnhancedInput and InputDebugging added in 5.2. Removing these files are a work around. ...

Per Instance Random node not working in material layer

UE - Rendering Architecture - Materials - Jul 27, 2023

Licensees report that the definition of the USES_PER_INSTANCE_RANDOM macro only considers it in the context of the base material.  As a result Per Instance Random used only in material layers does n ...

Mesh deformed by Cable Component does not output velocity

UE - Simulation - Physics - Aug 7, 2023

The velocity when moving the root is output, but it seems that the velocity for each deformation is not output. Since motion blur and TSR use velocity, problems such as ghosting may occur. ...