Spawnable Post Process Volume does not draw bounded values after saving and reopening a level

UE - Foundation - Core - Jul 19, 2024

Reproduction Attempts: 3/3 Doing some additional testing for Spawnable Post Process Volumes in a level sequence, the PPV does not appear after saving the level and level sequence, closing and reope ...

JumpForce replicated ability task not always cleaned up properly

UE - Gameplay - Gameplay Ability System - Jul 19, 2024

See [Link Removed] for original report.  UAbilityTask_ApplyRootMotionJumpForce has a slightly different flow than other Root Motion Source ability tasks. It is the only one that allows EndTask to b ...

UHapticFeedbackEffect_SoundWave Initialize does not populate Raw Data in the HapticsBuffer

UE - Platform - XR - Jul 19, 2024

From the UDN:  >  Open HapticsFeedbackEffect.cpp and naivgate ~ line 150; note HapticBuffer has length populated but never write the actual buffer data. LikeReplySelect as Best Seems like a simple f ...

Objects that return false for NeedsLoadForClient not loaded on listen servers

UE - Networking - Jul 19, 2024

For instances that are not a dedicated client or dedicated server (e.g. packaged games with TargetType "Game"), GIsClient will be true, but GIsServer will be false. This leads to objects that retur ...

Landscape Layer Painting issues when painting near the edge of delete Landscape Proxies.

UE - LD & Modeling - Terrain - Jul 19, 2024

It appears that the landscape painting tool is not correctly taking into account deleted landscape sections, resulting in artifacts inside of the weight textures. ...

(BUG) Sequencer Root motion breaks down when using SwapRootWithActor, translation track and transform origin actor

UE - Anim - Sequencer - Anim in Engine - Jul 19, 2024

When "Sequencer.ThreadedEvaluation.AllocationThreshold 8" is initiated, characters in a level sequence that have “Swap Root Bone Actor” activated on their animation will begin to slide very fast acr ...

Regression - Inherited component properties on actor instances of derived blueprints are silently reset to defaults when the blueprint is compiled, causing data loss

UE - Gameplay - Jul 19, 2024

In certain circumstances, when a derived blueprint is compiled, all properties from its inherited components can be silently reset to defaults on instances placed on the current level. This results ...

For a TMap with C++ enum keys, deleting and re-adding a map entry in the Editor can corrupt the map data.

UE - Editor - Workflow Systems - Jul 19, 2024

When adding an entry to a TMap using UE's property editors, in most cases the new entry comes with a default-initialized key (if such key already exists, the insertion fails). The case of a UENUM de ...

GPU ISM LOD doesn't take into account per instance scales when calculating LOD ranges

UE - Graphics Features - Jul 19, 2024

When we set up the draw calls for ISM with GPU LOD selection we submit a draw call per LOD. For this we calculate the minimum and maximum possible LOD with a call to ComputeLODForMeshes() in FReleva ...

GPU ISM LOD uses bounds length instead of radius

UE - Graphics Features - Jul 19, 2024

When calculating LOD for instances on GPU in NaniteCullingCommon.ush we use:float RadiusSq = length2(LocalBoxExtent); This doesn't exactly match the CPU logic for static mesh component LOD select ...