Widgets will bind input delegates to the Player Controller's Input Component, but never unbind them

UE - Editor - UI Systems - UMG - Jan 30, 2024

This is a bug introduced with 18468289 a while ago. We added this functionality for [Link Removed], which allows input event nodes to be placed within widgets and have them behave correctly.  This ...

Groom couldn't be rendered into ObjectID pass through MRQ

UE - Anim - Sequencer - MRQ - Jan 30, 2024

Raise the issue here since also other Developers met the same problem and reported to me. Object ID rendering for Groom is working in previous version(5.0 for example) ...

Error with variable during blueprint compile when selecting and deselecting widget name in UMG

UE - Editor - UI Systems - UMG - Jan 29, 2024

Selecting/deselecting the name of the widget on the UMG Designer will detect bleuprint changes. If compile blueprint at this time, it will output an error "due to old pin". The widget name has not a ...

After breaking a level instance without Actor Folders, moving its actors between folders of the world-partition map does not work correctly

UE - World Creation - Worldbuilding Tools - World Partition - Jan 29, 2024

If a standard level (without Actor Folders enabled) is added to a world-partition map (with Actor Folders enabled) as a Level Instance, and then that instance is "broken" so that its actors are inco ...

GetRelevantAnimTime functions don't work with State Aliases

UE - Anim - Gameplay - Jan 26, 2024

GetRelevantAnimTime family of transition don't work with state aliases ...

Include option to use ViewTarget's location when determining relevancy

UE - Networking - Jan 26, 2024

When determining relevancy for an actor based on distance, the location of the player's view point is always used if it is available, rather than the location of the view target (see FNetViewer and ...

FlushPressedKeys doesn't clear EventAccumulators, resulting in stale data

UE - Gameplay - Input - Jan 26, 2024

From the user:  The root of the problem appears to be that KeyState.EventAccumulator still has events stored in the structure for 'LeftAlt'. So, although UPlayerInput::FlushInput is called when the ...

Two Sided Foliage doesn't receive VSM shadow with Opacity 0

UE - Graphics Features - Jan 25, 2024

Two-Sided foliage materials with an Opacity of 0 ignore any shadows cast with Virtual Shadowmaps, even in a completely sealed environment. This did not happen in UE 5.1.1 ...