Ghosting effect of fast moving objects in Lumen

UE - Graphics Features - Lumen - Oct 15, 2024

World is initialized twice when opened through the Content Browser

UE - World Creation - Worldbuilding Tools - Oct 10, 2024

When opening a Level from the Content Browser, the world gets initialized twice. This initialization process can be quite long, especially for big world using world partition. There doesn't seem to ...

Incorrect display of NavLinks when bFailedNavLinks is enabled

UE - AI - Navigation - Oct 10, 2024

When bFailedNavLinkNavLink is enabled in RecastNavmesh, some NavLink points are debugged and others are not depending on the position of the NavLink point. In the sample project, enable bFailedNavL ...

Play options menu vanishes sometimes

UE - Editor - Applied Usability - Oct 8, 2024

There seems to be something wrong with how we close menus and submenus as submenus are opened and closed based on mouse interaction. In particular, we seem to sometimes close the whole menu hierarch ...

Pressed event triggered after calling FlushPressedKeys while holding the button

UE - Gameplay - Input - Oct 2, 2024

This is an issue related to the behavior of the FlushPressedKeys function when called manually while a button is held. Once the function is called in C++, a Pressed event gets triggered even though ...

Decals are corrupted when VRS is enabled on some console platforms, and possibly PC

UE - Platform - Console - Rendering - Oct 1, 2024

Blocky artifacts and flickering are sometimes visible when using VRS and decals. Setting r.VRS.Decals=0 removes the flickering. See Additional Info URL for details. ...

Sequencer: Skeletal Animation with montages can cause blending issues when re-playing the same sequence on the same character

UE - Anim - Sequencer - Oct 1, 2024

The code in MovieSceneSkeletalAnimationSystem.cpp storages montage data on a per skeletal mesh component, per section basis. This (and a few other bits of logic) cause issues for external UDN user w ...

Issues with global invalidation (MoviePlayer)

UE - Editor - UI Systems - Sep 27, 2024

It was mentioned that the global invalidation should be toggled off during loading screen and subsequently restore the state after. A request was made for this dynamic behavior be part of the engin ...

Geometry collection components report incorrect mass for character movement components

UE - Simulation - Visual - Sep 24, 2024

A player cannot move heavier GC objects even if we have a valid setup due to the GC not reporting the correct mass.  ...

Strip out disabled Pose Search Database animations during cook

UE - Anim - Gameplay - Sep 23, 2024

Animations that are disabled in the Pose Search database still get loaded in a cooked build ...