Memory leaks at changing lighting scenarios

UE - Rendering Architecture - RHI - Aug 26, 2020

The engine does not free the LevelRenderAssetManagers array elements in FRenderAssetStreamingManager when changing lighting scenarios. Following code can avoid this issue. void FRenderAssetStre ...

FCoreDelegates::OnControllerConnectionChange Missing Wireless Disconnect Event

UE - Platform - Mobile - Aug 26, 2020

FCoreDelegates::OnControllerConnectionChange works for wired connect/disconnect events as well as the wireless connect event, but wireless disconnect is not working. ...

Tile Streamed in Temporarily has Stepping on Landscape

UE - Graphics Tools - Terrain - Landscape - Aug 28, 2020

This was reported in a UDN. Jeremy M. originally pointed out that the stepping looks to be caused by high res geometry sampling a low res heightmap. Additional observations:Loading the tile in w ...

Default changes to Gameplay Tag Queries aren't propagated to instances

UE - Gameplay - Blueprint - Sep 3, 2020

Gameplay Tag Query default properties don't automatically update in instances.  ...

Can not output the log that is "Category=LogActor, Verbosity=log"

UE - Gameplay - Sep 16, 2020

The LogActor is set to "CompileTimeVerbosity=Warning", so it cannot output more than the "Warning" level. ENGINE_API DECLARE_LOG_CATEGORY_EXTERN(LogActor, Log, Warning); Suggest the following  ...

DrawDebugString display wrong position in PIE when changed display scale

Tools - Sep 16, 2020

The display position of the text in DrawDebugString is affected by the scale of the display. Should refer to the Project() of DebugCanvas (not Canvas). -  Suggest Code void AHUD::DrawDebugTextL ...

Can't Play In Editor after editing color value in color picker

UE - Anim - Runtime - Oct 23, 2020

Can not launch PIE after set the value in color picker window to enter a number from the keyboard. Choose the color value with the picker or close the window with the Cancel button to return to it.  ...

Crash in MatineeCameraShake when scrubbing and saving

UE - Anim - Sequencer - Mar 24, 2021

[Link Removed] ...

Investigate render flush at SkeletalMeshComponent InitLODInfos

UE - Anim - Rigging - Apr 19, 2023

From UDN : we are spawning a number of characters at the same time during the game, and seeing a major framerate hitch when we do so. After the characters have been spawned, we use SetSkinnedAssetA ...