Recent change to Material Expression code missing a case for "exp2" function in switch (cpp)

UE - Editor - Content Pipeline - Datasmith - Mar 4, 2024

The function "FMaterialDerivativeAutogen::GetFunc1ReturnType(...)" does not have a case for "EFunc1::Exp2". Also found in Release-5.4, CL: 331987674 ...

PostLoadGroup can cause materials to cache GWhiteTexture into uniform expressions

UE - Rendering Architecture - Mar 6, 2024

It may occur that during loading screens, materials using material layers will load with GWhiteTexture before the real textures are ready. This seems to be because of a race condition due to PostLoa ...

RenderTrace fatal error, shader expected a uniform buffer at slot 1...

UE - Rendering Architecture - Mar 4, 2024

RenderTrace plugin does not appear to have been updated for a change that moved the GPUScene out of the View buffer to its own uniform buffer. (CL 24027890) The test project is based on FirstPerson ...

Actors are not properly restored when undoing a Replace Selected Actors transaction

UE - Gameplay - Components - Jul 22, 2020

When undoing a Replace Selected Actors operation, the resulting actor is corrupt and triggers an ensure where the root component is in the process of being destroyed. This is a regression that poppe ...

checkSlow hit when using array with replication condition in Iris

UE - Networking - Iris - Dec 12, 2023

For arrays, FPropertyReplicationStateDescriptorBuilder::IsSupportedProperty will set the FMemberProperty's ChangeMaskBits to "1U + FPropertyReplicationState::TArrayElementChangeMaskBits". If the arr ...

Allowed Material Slots in the Sample Static Mesh module is not working properly.

UE - Niagara - Jun 24, 2022

It is behaving correctly in 4.27.2. ...

Bug when trying to Ctrl+Z after Replace Actors

UE - Editor - Workflow Systems - Dec 22, 2023

From the UDN case #00649142: My team noticed a bug where sometimes when using "Undo" (Ctrl+Z usually) the BP they are working on disappears in the level. We were able to find a 100% repro case when ...

Assert when toggling RHIThread

UE - Rendering Architecture - RHI - Oct 12, 2023

PCG graph always resave in the ResavePackage commandlet

UE - World Creation - Procedural Tools - PCG Graph - Nov 20, 2023

The package that contains the PCGGrapch is dirtied on load (UPackage::SetDirtyFlag) which triggers a resave operation. I traced it back to the following callstack: UnrealEditor-CoreUObject.dll!UPac ...

USplineComponent::GetSplinePointAt() returns FSplinePoint with incorrect Type

UE - Gameplay - Components - Feb 15, 2024

USplineComponent::GetSplinePointAt() returns an FSplinePoint with the ESplinePointType 'CurveCustomTangent' rather than the type from the setup.Expected: It should return the correct type. ...