Newly added local variable types are not consistent with prior variable type

UE - Anim - Rigging - Control Rig - Nov 27, 2023

It seems that local variable creation in control rig isn't following the pattern with regular control rig variables (and general blueprint variables) where the last created and/or edited variable ty ...

Delayed movement adjustment can include incorrect movement mode

UE - Gameplay - Player Movement - Nov 27, 2023

It's possible for the server to send a client's character a movement correction with the wrong movement mode.  This can occur if a project has client adjustment throttling settings enabled:  Networ ...

Details Panel - ShowOnlyInnerProperties does not work in nested structs unless the outer struct also has the metadata

UE - Editor - Workflow Systems - Nov 27, 2023

The current implementation for inlining struct members is setup in a way where we start with the outermost struct and only recurse into any child structs if it contains the ShowOnlyInnerProperties m ...

PSO Creation hangs on task in Shipping build

UE - Rendering Architecture - RHI - Nov 27, 2023

Running with `r.AsyncPipelineCompile=0` causes the issue not to happen. It fails to open about 4 times out of 5. No such problem in development build., it always succeeds. We noticed that if we de ...

Ensure in GatherSubobjectData

UE - Gameplay - Nov 27, 2023

An ensure in GatherSubobjectData is being hit under certain inheritance conditions. This appears to be similar and potentially related to [Link Removed] and the fix at CL 16377852. Stepping through ...

Luminance coefficients used throughout the engine not matching sRGB standard

UE - Virtual Production - Rendering - Color - Nov 27, 2023

This is causing confusion when working with color in UE5, specifically when validating for HDR between different reference materials. It has also been noted that the color primaries in PAL and NTSC ...

Static Mesh Only enabled Foliage Actor causes serialization error in packaged game

UE - World Creation - Worldbuilding Tools - Nov 24, 2023

The crash can be worked around by modifying FFoliageISMActor::Serialize as following code : void FFoliageISMActor::Serialize(FArchive& Ar) { #if WITH_EDITORONLY_DATA     if (!Ar.IsCooking()) // ...

UToolMenus::GenerateWidget can crash while calling PopulateMenuBuilder

UE - Editor - Workflow Systems - Nov 24, 2023

A user reported that UToolMenus::GenerateWidget will crash if UToolMenus::AddReferencedObject is called during the construction of a menu. Using the above in-code repro steps, I can repro this in a ...

GAS: Ability granted by GameplayEffect (GE) while in AbilityList scope lock is not removed if that GE is removed before exiting scope lock

UE - Gameplay - Gameplay Ability System - Nov 23, 2023

When a GameplayEffect (GE) grants an GameplayAbility (GA) via an AbilitiesGameplayEffectComponent on the GE, that ability will not be correctly removed if that GE is added and removed within an Abil ...