VRS doesn't respect the AdditionalShadingRatesSupported flag

UE - Graphics Features - May 27, 2022

D3D12 needs to check the flag D3D12_FEATURE_DATA_D3D12_OPTIONS6::AdditionalShadingRatesSupported and filter out VRS modes that aren't supported. This flag should be put into something like "GRHISupp ...

Inconsistent ListView entry sizes can prevent the ListView from being scrolled to the bottom

UE - Editor - UI Systems - Slate - May 4, 2022

Since the contents of a ListView are virtualized, the ListView estimates the size of the scroll box's contents based on the on-screen elements. This can lead to some situations where DistanceFromBot ...

KismetFunctionLibrary: Equals and NotEquals (SoftObjectReference) not accessible in BP Editor

UE - Gameplay - Blueprint Editor - Sep 2, 2022

In blueprint graphs, the action list for soft object references of a Object subclass is incorrect. "Equal" spawns an incompatible node, while the expected "Equal (SoftObjectReference)" is missing. " ...

Route gamepad to second window setting is broken

UE - Gameplay - Input - Nov 11, 2022

The RemapControllerInput function call likely needs to be added back to the game viewport client as a fix.  ...

AbilityTask_NetworkSyncPoint can cause duplicate Gameplay Effect applications

UE - Gameplay - Gameplay Ability System - Dec 12, 2022

A recent change to UAbilityTask_NetworkSyncPoint generates a second Prediction Key before broadcasting the OnSync delegate which may be preventing the server from removing the locally predicted GE ...

Conditional Gameplay Effect triggers a breakpoint in a networked client

UE - Gameplay - Gameplay Ability System - May 23, 2023

It seems to be related to the removal tag requirements of the GE_Test1_2 gameplay effect, which does work but still gives the pending removes error. ...

After attach a component to a simulated component by socket miss collisions

UE - Simulation - Physics - Jun 9, 2023

If attaches a StaticMeshComponent with collision active to another actor with a SkeletalMeshComponent simulating physics by socket name the StaticMeshComponent miss collision for simulation. Chec ...

SplineComponent - setting roll affects tangents

UE - Framework - Components - Jun 12, 2023

Licensee reports issue with setting roll on a spline component control point. ...

Level and Blueprint viewports have different behavior when calling FComponentVisualizerManager::HandleClick

UE - Gameplay - Blueprint Editor - Jun 22, 2023

User reports a difference in how component visualizer clicks are handled in editor vs blueprint viewports. This is likely not intentional, just a case of a difference in control flow in each viewpor ...

Odd behavior in Lyra when a key is down and focus is received back on the player from UI with gamepad buttons

UE - Gameplay - Input - Jun 29, 2023

This is only happening with gamepad buttons it appears. This is likely not Lyra specific, but has something to do with how the state of gamepad keys are being evaluated. I think that it may be becau ...