Join in progress clients won't receive that a net startup actor is hidden

UE - Networking - Jun 21, 2024

This seems to be because IsNetRelevantFor checks if the actor is hidden, resulting in a hidden actor not being considered relevant to clients. However, if it is a net startup actor, this will result ...

CommonUI Analog Cursor + Enhanced Input triggers cause Gamepad Face Button Bottom triggers to get stuck when alt-tabbing

UE - Gameplay - Input - Jun 18, 2024

Reproduction rate: 5/5 Regression check: No, this also occurs in 5.4.2. Please note that this issue only reproduces with the Gamepad Face Button Bottom and does not occur for any other gamepad butt ...

PostReplicatedChange called for fast array item even when no values change

UE - Networking - Jun 7, 2024

Unless a property is set to REPNOTIFY_Always, we compare the property's received value to the current value on the client before calling the OnRep function. However, when determining if a fast array ...

ControlRig & Sequencer: FindControlRigs returns rigs even if their track have been removed

UE - Anim - Rigging - Jun 5, 2024

Constraint Actor to Rig with Editor Utility Widget is working for the first time adding to the Sequencer. However if it was deleted and added to Sequencer again, run Scripted Actor Action shows Err ...

Server will process moves from client with bReplicateMovement set to false

UE - Gameplay - Player Movement - May 28, 2024

UCharacterMovementComponent::ReplicateMoveToServer checks IsReplicatingMovement before sending moves to the server, but the server does not check IsReplicatingMovement when processing these received ...

Actors in always loaded sublevels are not immediately recorded into replays

UE - Networking - May 24, 2024

In FReplayHelper::ReplicateActor, we check Connection->ClientHasInitializedLevel(Actor->GetLevel()) to see if the actor should create a channel or not. However, the DemoNetConnection does not have a ...

LogAssetRegistry Error produces a path error when referring to assets on a junction/hard link/soft link

UE - Foundation - Core - Cooker - May 23, 2024

IAssetRegistry::GetChecked().ScanPathsSynchronous() now eventually calls FPathExistence::LoadExistenceData and logs the errorFPathExistence failed to gather correct capitalization from disk for <p ...

Iris - high latency causes initial hitch for newly spawned actor's movement

UE - Networking - Iris - May 20, 2024

This may possibly be due to FReplicationWriter::CanSendObject waiting for CreateConfirmation. ...

Deprecated blueprint variable fixups may fail depending on loading order

UE - Gameplay - Blueprint - Mar 7, 2024

There is currently no simple way to do a deprecated variable fixup on native variables that are set by a blueprint class. For a simple variable rename, CoreRedirects can be used and will work proper ...

SAnalogSlider moves slowly when step size is large

UE - Editor - UI Systems - Slate - Mar 6, 2024

SAnalogSlider calculates FastestStepTime by multiplying the step size value by a constant, resulting in high numbers for larger step sizes. This gets lerped from 1 and used as the repeat time, resul ...