FMaterialResource::IsDualBlendingEnabled bug

UE - Rendering Architecture - Materials - Jul 24, 2023

The user has a proposed fix for this in the case. FMaterialResource::IsDualBlendingEnabled needs the following modification that includes MaterialInstance check: bool bMaterialRequestsDualSourceBle ...

When creating a new NiagaraSystem using existing system, the DefaultEffectType set in ProjectSettings is not reflected.

UE - Niagara - Jul 24, 2023

When creating a new NiagaraSystem, the DefaultEffectType set in ProjectSettings should be reflected. If another EffectType is already set, it should be respected. The problem here is that when creat ...

Inaccurate motion vectors when using different position binding in renderer

UE - Niagara - Jul 27, 2023

Even though the particles are not moving, and the velocity is zero, the output motion vectors are non-zero. This seems to only happen if using two sources of particle positions.  ...

Logging out and then logging in as a new user results in slate creating multiple Slate User IDs

UE - Gameplay - Input - Jul 28, 2023

I believe this is happening because when you change your logged in user, the Slate Application will automatically create a new second slate user with an ID of 2. This is bad because the Slate App is ...

Python does not always copy struct properties when there are differences

UE - Editor - Workflow Systems - Jul 28, 2023

I noticed that some struct are not always copied in python. For example, FBox is not copied if !a_src.IsValid and !a_dst.IsValid even if Min and Max are different. Another example is FJsonObjectWrap ...

Mesh deformed by Cable Component does not output velocity

UE - Simulation - Physics - Aug 7, 2023

The velocity when moving the root is output, but it seems that the velocity for each deformation is not output. Since motion blur and TSR use velocity, problems such as ghosting may occur. ...

Template anim bps - FBoneReference anim node properties do not support different bone names

UE - Anim - Runtime - Anim Blueprints - Aug 10, 2022

Currently nodes that use FBoneReference properties (slope warping, anim dynamics, modify bone, and a load of skeletal control nodes) can't have the bone they target changed when using template anim ...

No deprecation message with component bound event nodes

UE - Gameplay - Blueprint Editor - Aug 21, 2023

It appears that only custom event nodes support a deprecation message. In fact, we need all nodes that use delegates in some fashion to support a custom deprecation message. Both UK2Node_ActorBoundE ...

Combining Layered Blend Per Bone with Cached Pose nodes can break root motion extraction

UE - Anim - Gameplay - Aug 23, 2023

When the input to a Layered Blend Per Bone node is two instances of the same cached pose, we aren't sampling root motion correctly.  In the attached example, the weight on the root bone is 0 and Ble ...

Inconsistent behavior with Register State Branches

UE - Editor - Workflow Systems - Aug 31, 2023

ISourceControlProvider::RegisterStateBranches(...) doesn't reliably warn on conflicts ISourceControlProvider::RegisterStateBranches(...), specifically FPerforceSourceControlProvider, is supposed to ...