Iris - check hit in FNetBitStreamWriter::InitBytes if object has only COND_InitialOnly replicated properties

UE - Networking - Iris - Jun 22, 2023

InitOnly FReplicationStateDescriptors will have a value of 0 for ChangeMaskBitCount, so if an object only has COND_InitialOnly properties, its FReplicationProtocol will also have a ChangeMaskBitCoun ...

Blocky terrain artifacting on iPadPro

UE - Platform - Mobile - Dec 23, 2015

When moving the camera, the surface of terrain becomes very blocky on the IpadPro (9.1.0) The licensee reports this also happens without Metal This didn't occur the iPad Air2 (9.0.2) here using th ...

Crash on exit with NULL FTextRenderComponentMIDCache

Suggested fix is to relocate the Super::PreExit() call to the end of UGameEngine::PreExit() so that level streaming can be safely flushed before the MID cache is cleaned up. ...

Black screen caused by depth of field on several mobile devices

UE - Platform - Mobile - Apr 24, 2017

DOF does not display correctly(screen turns black) on several mobile devices. I could repro the issue on:Samsung GALAXY S7, Android 6.0.1Xperia X Performance (F8132), Android 6.0.1 ...

Impossible to save assets after change in redirectors

UE - Foundation - Core - UObject - Dec 13, 2018

One of our licensees pointed out this problem. I've tried all the common redirector problems (write / read permission, multiple instances of the editor, renaming the assets, running the commandle ...

Sequence recording in standalone crashes

UE - Anim - Sequencer - Sep 5, 2016

We use GetEditorWorldCounterpartActor in the sequence recorder which cant work in standalone builds as it relies on GEditor. The best fix would probably be to just add a guard for GEditor to GetEdit ...

DeltaTime returns inaccurate time when Tick Interval is positive

UE - Gameplay - May 30, 2017

When disabling/enabling tick at runtime, if (TickInterval == 0) then DeltaTime returns as the length of a frame, but if (TickInterval > 0) DeltaTime returns as the length between when tick was disab ...

Interface with one or more BlueprintNativeEvent declarations will lead to a compile failure during packaging with Blueprint nativization enabled.

UE - Gameplay - Blueprint - Nov 14, 2017

In the UHT boilerplate that's generated for the FGUseableInterface type, there is a pure virtual declaration that's emitted for the BlueprintNativeEvent's required _Implementation() method: #define ...

When searching for the "Timespan / float" the Context Sensitive search returns "Timespan * float"

UE - Gameplay - Sep 13, 2019

When searching for the "Timespan / float" the Context Sensitive search returns "Timespan * float". Found in 4.22.3 CL#7053642 Reproduced in 4.23.0 CL#8386587, 4.24.0 Main CL#8671808 ...

[Quartz] - The multiplier does not always respected on the Quartz Quantization Boundary

UE - Audio - Quartz - May 13, 2022

Increasing the multiplier past a certain point causes sounds on a Quantization Boundary to struggle to play at the correct time. The repro above uses 1/32, but this also repros with other values. ...