Dynamic Spatial Frequency not working with dependent actors

Networking - Feb 25, 2021

In UReplicationGraphNode_DynamicSpatialFrequency::CalcFrequencyForActor, the ActorChannelCloseFrameNum is updated for the actor but not its dependents when calculating FramesTillReplicate. As a resu ...

All ELinearConstraintMotion pins in BP reset to "Free" when converting a project to 4.26

Simulation - Physics - Feb 24, 2021

When using any of the Set Linear Limit nodes (X/Y/Z) and converting a project from a previous version of the engine, the nodes get their Constraint Type value reset to Free. I tested this with proje ...

Ambient Occlusion does not function with Forward Rendering enabled

Rendering - Features Teams - Feb 24, 2021

Ambient Occlusion does not seem to function when enabling Forward Rendering. I tested the level without Forward Shading and could notice a visible difference in the shadows when Ambient Occlusion wa ...

Virtual textures flicker if physical pool is oversubscribed

Rendering - Features Teams - Feb 24, 2021

If a virtual texture physical pool becomes oversubscribed the current behavior is: Log a one time only warning: ''Failed to allocate VT page from pool...' Continue to evict the least recently used t ...

Using Virtual Texture Streaming checkbox in texture editor can break materials

Rendering - Features Teams - Feb 24, 2021

A texture can be toggled between virtual texture and regular texture using the Convert to virtual texture/regular texture tool in the texture asset context menu. This updates referencing materials t ...

Virtual textures can appear blurry or corrupt in the texture editor view.

Rendering - Features Teams - Feb 24, 2021

Virtual textures can appear blurry or corrupt in the texture editor view. [Link Removed] ...

Auto virtual texture import can be confusing for some users

Rendering - Features Teams - Feb 24, 2021

There have been a few times internally and with licensees where people have enabled virtual texturing on a project to access RVT and then have been surprised when textures start to be imported as st ...

Duplicating a blueprint interface asset results in duplicate GraphGuid

Gameplay - Blueprint - Feb 24, 2021

When a blueprint interface asset is duplicated in the Content browser, UEdGraph::GraphGuid will not be regenerated so the two graphs will end up sharing the same GUID. This causes problems for any ...

CheckForWorldGCLeaks crash using New Level from Template node to duplicate sublevel of the currently loaded level

Tools - Feb 23, 2021

A world leak crash occurs when using NewLevelFromTemplate to duplicate a sublevel of the currently loaded level. The crash doesn't manifest until another level is loaded even though the Sublevel ins ...

Loading a blueprint with an invalid gameplay tag container pin causes ensure and data loss

Gameplay - Feb 23, 2021

The gameplay tag system depends on tags being registered with the global manager as valid in order to correctly read them off disk. Two different issues are combining to cause a confusing ensure and ...