Infinite loop in UAnimSequence::ExtractRootMotion when sampling backwards

UE - Anim - Gameplay - Dec 6, 2021

When sampling root motion backwards we can hit an infinite loop in ExtractRootMotion. This happens if the initial sample time + negative delta is off the end of the animation clip. In that case FA ...

Server doesn't process anim notifies with montage tick type set to queued when bad network conditions occur

UE - Anim - Gameplay - May 3, 2023

After some testing this issue looks to only occur with queued notifies and not with branching point notifies. UDN: https://udn.unrealengine.com/s/question/0D54z00009643x4CAA/server-doesnt-process-a ...

Variant Thumbnails are washed out

UE - Editor - Content Pipeline - Variants - May 11, 2023

I think somewhere in Thumbnail Generator::Generate Thumbnail FromTexture() is applying this washout. ...

Renamed material parameters in layer functions don't propagate to MIs

UE - Rendering Architecture - Materials - Jun 29, 2020

ImageSize in Image widget is not set when setting a texture as a brush

UE - Editor - UI Systems - UMG - Aug 1, 2023

Since FDeprecateSlateVector2D has been implemented in 5.2, the following function calls will always fail. Therefore, the ImageSize is not updated. This problem does not occur in 5.1.   void SBrus ...

A disabled Niagara component is respawned unexpectedly by scalability system in some edge cases

UE - Niagara - Scalability - Oct 17, 2023

Even after manually Deactivating a Niagara component, this Niagara component may be revived under certain conditions. This issue occurs when the following conditions are met before the Deactivated N ...

AMD PSO creation causes hang in SceneCapture2D with Nanite + ShowOnly primitives

UE - Graphics Features - Nanite - Jan 16, 2024

AMD RX 6800 XT driver appears to hang (or take a very long time) in the PSO creation of the FInstanceCullVSM_CS shader when using Nanite primitive filtering NOTES:Issue can be worked around by addi ...

Blueprint Instanced Variables Data Erased

UE - Gameplay - Blueprint - Jan 17, 2024

Instanced variables were given a fix in response to this issue: [Link Removed] Once implemented, when the project is compiled the data from the blueprint instanced variable is removed. A recommend ...

Copied Actors in World Partition Levels Maintain References to Actors They Are Copied From

UE - World Creation - Worldbuilding Tools - World Partition - Feb 19, 2024

When an Actor is duplicated in the editor inside a world partition level it maintains references to the Actor it is a copy of. This can cascade, i.e. Actor C, which is a copy of Actor B which is a c ...