Command buffer failure rates increased on iOS 15 devices compared to earlier iOS versions

UE - Platform - Mobile - Sep 23, 2022

There is a licensee report that command buffer failure rates on iOS 15 devices have increased compared to earlier iOS versions, and the issue may be related to foregrounding or backgrounding. ...

External event dispatcher bindings are duplicated along with instances in the level editor.

UE - Gameplay - Blueprint Editor - May 12, 2022

Event dispatchers (i.e. delegate property values) are currently copied to the new instance when users copy/paste/dupe actors. However, this means that if you have an instance whose dispatcher is dy ...

Montage Time Stretch Curves Scale Incorrectly

UE - Anim - Runtime - Apr 13, 2022

More details in attached UDN [Link Removed] Time stretch curve behaves incorrectly with large sections of in-between values. From the UDN: After using the feature a bit more we also noticed tha ...

Event dispatchers show replication settings but don't support replication

UE - Gameplay - Blueprint Editor - Mar 18, 2022

We should ideally hide the setting, but at the very least we can make it a warning if you check it indicating it's not gonna do anything. [Link Removed] ...

[Electra] Electra fails to play video after the second time with the fast Vsync option via NVIDIA control panel

Media Framework - Mar 3, 2022

It seems to be a NVIDIA's driver-side issue.  ( Driver version is 511.79. ) The users can avoid the error by canceling the fast VSYNC option and reverting to the default VSYNC setting. Alternative ...

Updating a material layer may not update materials that are using that material layer instance

UE - Rendering - Materials - Jan 7, 2022

Material layer instances do not generate a valid UMaterialFunctionInterface::StateId. For this reason, materials and material instances that use material layer instances will not recompile their sh ...

ListView does not update properly when game is paused

UE - Editor - UI Systems - Slate - Oct 12, 2021

The ListView widget currently depends on the UWorld's timer manager to fire an event indicating new entries have been generated (see UListViewBase::FinishGeneratingEntry). This can become a problem ...