Geometry collection marked as nanite has no fallback in cooked build when nanite is disabled

UE - Rendering Architecture - Dec 11, 2023

When geometry collection is set as nanite, there is no non-nanite render data cooked. This means that there is no fallback if the cooked build uses r.nanite 0. This used to work with some code worka ...

Character jumping can become permanently blocked under subpar net conditions

UE - Gameplay - Player Movement - Dec 8, 2023

Problem Under laggy networking conditions, if the user rapidly presses the jump button the character can at some point stop responding to jump input. Initial Thoughts It looks like there's a logi ...

Anim Sequence editor no longer displays track names

UE - Anim - Runtime - Dec 7, 2023

Looks like this was broken during the anim data model refactor.  The data exists on the data model now so we can probably display this via a details customization ...

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] ...

Mesh Space Additive behave differently for non-animated bones and extra bones on a target skeleton

UE - Anim - Runtime - Dec 6, 2023

Typically, non-animated bones behave the same way as extra bones on a target skeleton. However, it appears that this isn't the case for mesh space additive sequences. When a bone is present on th ...

Using GameCenter from iOS15 onwards requires a plist entitlement key

UE - Platform - Apple - Dec 6, 2023

Apple added a new Entitlement plist value starting with iOS15 to allow connecting with GameCenter.  It's a boolean value with the key: com.apple.developer.game-center Without it, the app can not co ...

Light function broken on AMD GPUs

UE - Rendering Architecture - Dec 6, 2023

The licensee reported this happening on the following cards with the latest driver versions: ● RX 6600 ● RX 5700 The Licensee reported it did not happen on these cards: ● RX 580 ● Non-AMD cards Our ...

"Right-click -> Set Current Preview Mesh" option does not exist for Montages.

UE - Anim - Gameplay - Dec 6, 2023

Related UDN: [Link Removed] ...

When adding the UIRenderer to the Movie Render Queue, the rendering output is a difference in PIE and MRQ.

UE - Anim - Sequencer - MRQ - Dec 5, 2023

UI rendering in PIE and UIrenderer rendering in MRQ produce different output results. This is because when dealing with fades in the UI, the rendering results should not be different.  Workaround ...

Renaming actors between levels during PIE causes issues

UE - World Creation - Worldbuilding Tools - OFPA - Dec 4, 2023

When renaming actors during PIE the actor generates a new, non memory/temporary, actor package underneath the PIE world- this is then causing checks in EnumerateMemoryAssetsHelper (in AssetRegistry. ...