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 ...

GameplayEffects: Inherited UAssetTags and UTargetTags do not update their referenced tags correctly with inheritance

UE - Gameplay - Jan 25, 2024

When inherited, it is reasonable to expect the tags added by the parent to be reflected in the children. If the parent is editted after the children, however, tags that are added or deleted are not ...

Crash when using Property Access node on Animation Blueprint (repro based on Lyra Starter Game animation layers)

UE - Anim - Runtime - Jan 24, 2024

When using the Property Access node on Animation Blueprints to gain performance by better exploring parallel processing, it is possible that the underlying accessed property or any intermediate acce ...

Actor components in blueprintable structs are uneditable in full BP editor, but not on instanced actors or in data BP editor

UE - Gameplay - Blueprint Editor - Jan 24, 2024

When an actor has a blueprintable struct that contains a reference to an actor component and that component is created default in the actor's constructor, the struct and the component will be unedit ...

Having two Play Persistent Audio modules in Niagara will only play the first sound

UE - Niagara - Jan 24, 2024

Only one Play Persistent Audio module will work at a time in a Niagara emitter. ...

Crash when editing members of a struct contained within a UObject instanced inside a USceneComponent

UE - Editor - Jan 24, 2024

When implementing a USceneComponent in C++, one may want to add one or more internal UObjects to hold some data or perform specific tasks (this is also done by several UE built-in components). These ...

[AI] FInstancedStruct is not dupilicated properly if values are different from an Actor's defaults

UE - AI - Jan 24, 2024

A licensee reports that the values of an FInstancedStruct do not get properly duplicated if they differ from the default values of the Actor or TArray to which they belong. Possible short-term wo ...