Scrolling through the ListView inadvertently displays duplicate elements

UE - Editor - UI Systems - UMG - Oct 17, 2024

When a ComboBox is set as elements in a ListView, it can see that the option is set to the wrong element when selecting the ComboBox.  ...

InstanceLocalBounds is lost when calling GetCustomUniformBufferResource

UE - Niagara - Rendering - Oct 16, 2024

Looks like he data is being lost along the chain from our call to GetCustomUniformBufferResource and is erased in both FPrimitiveSceneProxy::UpdateUniformBuffer and in FPrimitiveSceneShaderData::Bui ...

Ghosting effect of fast moving objects in Lumen

UE - Graphics Features - Lumen - Oct 15, 2024

World is initialized twice when opened through the Content Browser

UE - World Creation - Worldbuilding Tools - Oct 10, 2024

When opening a Level from the Content Browser, the world gets initialized twice. This initialization process can be quite long, especially for big world using world partition. There doesn't seem to ...

Incorrect display of NavLinks when bFailedNavLinks is enabled

UE - AI - Navigation - Oct 10, 2024

When bFailedNavLinkNavLink is enabled in RecastNavmesh, some NavLink points are debugged and others are not depending on the position of the NavLink point. In the sample project, enable bFailedNavL ...

Editor Utility Widgets: Asset creating nodes' output pins in uber graphs cause asset deletion warning

UE - Gameplay - Blueprint Runtime - Oct 8, 2024

Editor Utility Widgets (EUW) can be used to script editor behavior. One use case is the automation of asset creation. A licensee has reported that when an EUW is used to create an asset, for as lon ...

Play options menu vanishes sometimes

UE - Editor - Applied Usability - Oct 8, 2024

There seems to be something wrong with how we close menus and submenus as submenus are opened and closed based on mouse interaction. In particular, we seem to sometimes close the whole menu hierarch ...

Pressed event triggered after calling FlushPressedKeys while holding the button

UE - Gameplay - Input - Oct 2, 2024

This is an issue related to the behavior of the FlushPressedKeys function when called manually while a button is held. Once the function is called in C++, a Pressed event gets triggered even though ...

Decals are corrupted when VRS is enabled on some console platforms, and possibly PC

UE - Platform - Console - Oct 1, 2024

Blocky artifacts and flickering are sometimes visible when using VRS and decals. Setting r.VRS.Decals=0 removes the flickering. See Additional Info URL for details. ...

Sequencer: Skeletal Animation with montages can cause blending issues when re-playing the same sequence on the same character

UE - Anim - Sequencer - Oct 1, 2024

The code in MovieSceneSkeletalAnimationSystem.cpp storages montage data on a per skeletal mesh component, per section basis. This (and a few other bits of logic) cause issues for external UDN user w ...