RayTracingGeometry.UpdateRHI(); crashes at checkf BuildParams.IsEmpty()

UE - Rendering Architecture - May 22, 2024

When custom RayTracingGeometry is created, a crash is triggered by an assert at: Engine\Source\Runtime\Engine\Private\Rendering\RayTracingGeometryManager.cpp line 252  "Unexpected entries in BuildP ...

When copying category properties, all the EditConst flags are not checked. This overrides variables that should not be written.

UE - Editor - Workflow Systems - Mar 12, 2024

If you create two actors that have the same structure of variables in a category, and you try to copy the category variables of one actor into the other, variables that have ReadOnly/EditConst speci ...

Crash when locate_bound_objects is called

UE - Anim - Sequencer - May 14, 2024

This has been tested internally using an editor utility widget yielding the same results. That small project is attached. BoundingObjectTest. 1) Open the project 2) Run the Editor Utility Widget ...

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 ...

Editing Filtered Channels in Details panel doesn't update Spawn Control Node

UE - Anim - Rigging - Control Rig - May 7, 2024

An external user reported that creating and editing filtered channels in the details panel does not propagate to the node in the graph, thus making it unusable.  Here is a video with the issue: [ ...

HiddenInGame issues with Nanite enabled meshes

UE - Graphics Features - Nanite - May 15, 2024

Nanite meshes marked Hidden in Game do not have selection outlines in the editor. ...

ExportMaterialUVDensities() gets the incorrect value where the alpha channel is referenced

UE - Rendering Architecture - Materials - Apr 16, 2024

ExportMaterialUVDensities() gets the incorrect value where the alpha channel is referenced (e.g. RegisterIndex of the texture is [3] or [7]) because FMeshRenderer::RenderMaterialTexCoordScales() use ...

UpdateDelayRandomStream can cause replicated actor to be skipped for consideration

UE - Networking - May 6, 2024

When calculating an actor's NextUpdate time, a random delay is added: ActorInfo->NextUpdateTime = World->TimeSeconds + UpdateDelayRandomStream.FRand() * ServerTickTime + NextUpdateDelta; If this d ...

Cached camera component on LevelSequencePlayer is null

UE - Anim - Sequencer - May 14, 2024

Editor mode tabs can get corrupted in the layout

UE - Editor - Workflow Systems - Apr 2, 2024

This can happen with any mode. What actually happens is, when closing the Editor, the Editor saves its layout before closing the active Editor Mode, which leads the editor to think the tabs are sti ...