Ensure hit in OutdatedKnownStaticMeshDetected for replicated StaticMeshComponent

UE - Networking - Jun 10, 2022

The component's KnownStaticMesh value is updated whenever UStaticMeshComponent::UpdateBounds is called, and AActor::OnRep_ReplicatedMovement can result in this being called for the component. If thi ...

Queued AnimNotifies skipped on Server via CharacterMovement in Dedicated Server

UE - Anim - Gameplay - Jun 9, 2022

Details in UDN [Link Removed] ...

Type promotion should handle UObject subclass custom operator functions

UE - Gameplay - Blueprint Editor - Jun 7, 2022

We should modify FindBestMatchingFunc_Internal for the case of UObject pins to search for a best matching subclass instead of just use the base UObject comparison.  We could also exclude any func ...

Pawn's role is incorrect in BeginPlay on client if a multicast RPC is called in BeginPlay on server

UE - Networking - Jun 6, 2022

It seems as though calling a multicast RPC during BeginPlay on the server will cause the new actor to finish spawning on the client before applying any initial replicated data, such as the actor's R ...

Properly handle child actor component referencing Level Instance actor

UE - World Creation - Worldbuilding Tools - Level Instances - Jun 3, 2022

Runtime Virtual Texture samples at low precision for very large volumes

UE - Graphics Features - May 31, 2022

When using a runtime virtual texture with a resolution of greater than 2^24 we can start to see a lack of precision in sampling when the sampling UVs get closer to 1. To see this we need to be usin ...

[Debug Tools][Crash] - Enabling au.editor.ForceAudioNonStreaming causes editor to crash the next time the user PIEs

UE - Audio - Stream Caching - May 31, 2022

Encountered while going through some debug commands. Repro 3/3. Crash Reporter Link: [Link Removed]Assertion failed: ChunkIndex != 0 [File:E:\User\Engine\Source\Runtime\Engine\Private\AudioStreaming ...

[MetaSounds][Sequencer] - Inputs don't update or clear unless the Audio Track is deleted and readded

UE - Audio - MetaSounds - May 13, 2022

Inputs in Sequencer don't update when a MetaSound is changed or if the Sound on an audio track is changed to a different asset. The Inputs cannot be added or removed manually. This leads to the user ...

External event dispatcher bindings are duplicated along with instances in the level editor.

UE - Gameplay - Blueprint Editor - May 12, 2022

Event dispatchers (i.e. delegate property values) are currently copied to the new instance when users copy/paste/dupe actors. However, this means that if you have an instance whose dispatcher is dy ...