FSoftObjectPath::ResolveObject references to the Editor's object in the first frame of Movie Render Queue

UE - Anim - Sequencer - MRQ - Dec 8, 2023

When implementing a sequencer system that uses FSoftObjectPath to reference an actor placed in a level (at runtime, the corresponding actor is obtained by calling FSoftObjectPath::ResolveObject), Re ...

Optimize Data Layer runtime state replication

UE - World Creation - Worldbuilding Tools - Data Layers - Dec 7, 2023

[Link Removed]This issue occurs only when I have a lot of RDLs (I tested 2500 and 1600). I tested with 6 RDLs and had no issuesI also noticed in the server log an error when a lot of RDLs are presen ...

All objects imported through Interchange use smooth shading.

TM - Interoperability - Dec 7, 2023

[Image Removed] It imports correctly in UE with interchange import:[Image Removed] ...

Object Position of individual instances within the Landscape Grass system

UE - Rendering Architecture - Materials - Dec 6, 2023

Object Position material node doesn't work for individual instances. ...

Incorrect cast in UpdateEarlyZPassModeCVarSinkFunction when Scene is FNULLSceneInterface

UE - Rendering Architecture - Dec 4, 2023

We have various casts across the engine on the scene, which fail to cast when the scene is a null scene. FScene* Scene = (FScene*)(World->Scene); Scene->UpdateEarlyZPassMode(); We shoul ...

Gameplay Cue Notify Paths in Game Feature Modules don’t work when written in the ini file, only when added via AddGameplayCueNotifyPath()

UE - Gameplay - Gameplay Ability System - Dec 4, 2023

The gameplay cue may work fine the first time. If this is the case, then relaunch the editor. It should then be broken, as the tag is no longer loaded after its creation. ...

Lumen scene view - spot light cut off

UE - Rendering Architecture - Dec 1, 2023

This looks to be an issue with shadows in Lumen Direct Lighting, and might be coming from the "Batched lights" pass. ...

Nanite Dynamic Tessellation issue with Material Layers

UE - Graphics Features - Nanite - Dec 1, 2023

Volumetric clouds jitter when in front of geometry

UE - Graphics Features - Nov 30, 2023

Potentially related to [Link Removed], but distinct. ...

When a BPActor containing HISMs is multiplied with a scale, LOD display control doesn't work correctly

UE - Rendering Architecture - Nov 29, 2023

Workaround 1: 1. Change HierarchicalInstancedStaticMesh.cpp in either of the following ways:void{{ FHierarchicalStaticMeshSceneProxy::GetDynamicMeshElements(const TArray<const FSceneView*>& Views, c ...