Unable to input Chinese characters (Microsoft Pinyin) after inputting 34 half-width characters

UE - Editor - UI Systems - Slate - May 2, 2024

If we enter Chinese characters using Microsoft Pinyin after entering 34 or more half-width characters in a text field, they are not reflected in the box. If less than 34 characters are entered, Chin ...

DumpShaderStats doesn't output any shader data

UE - Rendering Architecture - Shaders - May 1, 2024

The DumpShaderStats console command doesn't output any shader stats because the code to calculate that information in DumpShaderStats (Shader.cpp) is commented out https://github.com/EpicGames/Unrea ...

Audio fade no longer works

UE - Anim - Sequencer - Apr 30, 2024

Chaos Cloth - Fictitious Angular Scale is acting up when the cloth is teleported

UE - Simulation - Physics - Character - Apr 30, 2024

The Fictitious Angular Scale is still having an effect when the cloth is teleported.  Also it shouldn't have any effects when the velocity scale is set to 1 (as per tooltip documentation) but it doe ...

Nanite static mesh components are not individually highlighted when selected

UE - Rendering Architecture - Apr 30, 2024

Non-nanite static mesh components still show an individual highlight outline which individually selected even with other non-nanite static mesh components in the same actor. This is different when t ...

Components added to an Actor Blueprint may not be propagated to Actors inside World-Partition Level Instances

UE - Gameplay - Blueprint - Apr 29, 2024

When a world partition level (but streaming disabled) is placed as a LevelInstance in another world partition level, actors in the inner level are cooked with an outdated component hierarchy until t ...

Color shifting occurs from screen probe gather ping-pong when Lumen active

UE - Graphics Features - Lumen - Apr 29, 2024

A subtle yellow tint color shift occurs when Lumen is active due to usage of R11G11B10_Float targets, mostly from r.Lumen.ScreenProbeGather.SpatialFilterProbes where we ping-pong between R11G11B10_F ...

"Consume pointer input" on Common User Widget does not work on iOS, FReply::Handled not respected

UE - Editor - UI Systems - Apr 29, 2024

From a UDN, they also mentioned:  Update: I added CommonUI to the test project to try the "Consume pointer input" setting. It behaves the same way as our custom input blocking widget in that the in ...

USplineComponent still editable in viewport despite setting as "read-only".

UE - Gameplay - Blueprint Editor - Apr 29, 2024

A spline component continues to be visible and editable in-editor despite all attempts to disable the functionality through the component's settings or uproperty specifiers. ...