StaticMeshComponent occasionally doesn't simulate physics after SpawActor.

UE - Simulation - Physics - Aug 23, 2022

When spawning Pawns with a StaticMeshComponent with SimulatePhyscis=True, they occasionally may not simulate physics. This can be reproduced by simply repeating the respawn. The frequency of reprodu ...

Retainer Box does not propagate Visibility settings to children

UE - Editor - UI Systems - UMG - Aug 22, 2022

This is not a regression. Tested in //UE4/Release-4.27 CL18319896 Retainer Box does not propagate Visibility settings to children. Setting Canvas visibility to 'Not Hit-Testable (Self & All Childre ...

[AI] Pawns loaded from a Data Layer do not auto-register as sources with the Perception System.

UE - AI - Perception - Aug 22, 2022

A licensee has reported that Pawns that are loaded via a runtime Data Layer are unable to be perceived automatically by Pawns that are not part of a runtime data layer. However, data layer Pawns can ...

PNG file import does not read R values correctly

UE - Texture - Aug 22, 2022

Looking at each value of the texture, it seems that the import of the R value is incorrect. PNG:[Link Removed] TGA:[Link Removed] ...

Motion Matching - PoseSearchDatabaseAsyncCacheTask::CreateKey is nondeterministic

UE - Anim - Gameplay - Aug 19, 2022

This is caused by use of MakeMemoryView on arrays of structures in PoseSearchFeatureChannels.cpp. Need a proper serialization path for hash key gen here. ...

CompileAllBlueprints crashing on blueprint function with a delegate input.

UE - Gameplay - Blueprint Compiler - Aug 19, 2022

In some scenarios, FPropertyDelegate::SignatureFunction can point to freed memory after a garbage collection run. This appears to be more common when running the CompileAllBlueprints commandlet. ...

Selection of foliage instances broken with nanite

UE - Graphics Features - Nanite - Aug 19, 2022

The selection of individual instances of a foliage HISM is broken, so that the instance is correctly outlined but the gizmo is placed over a different instance. If we delete the selected instance it ...

Gameplay ability blueprints cannot be debugged in multiplayer

UE - Gameplay - Gameplay Ability System - Aug 19, 2022

The object filter in the blueprint debugger can be used to filter breakpoints to a specific instance of an object. This is important for multiplayer because there will be multiple versions of the sa ...

Material fails to compile when virtual texture is connected to opacity mask only through Set/Get Material Attributes

UE - Rendering Architecture - Aug 19, 2022

If we connect a virtual texture to the opacity mask output of a material the material will fail to compile. This is expected. However if the opacity mask uses a regular texture connected via SetMat ...