Incorrect behavior when bAutoCalculateSpline==true for a Spline IK node

UE - Anim - Runtime - Anim Blueprints - Feb 23, 2022

UDN user reports that the calculations used to auto-calculate spline points is incorrect, solution supplied in the UDN ticket. ...

Key Interpolation method is not saved when calling the color picker by key editing of Sequencer

UE - Anim - Sequencer - Feb 17, 2022

The problem is that the interpolation method is not saved when editing the Vector Parameter. ...

Niagara : incorrect rendering on D3D12 when rendering a very large number of meshes

UE - Niagara - Feb 17, 2022

The input argument of DrawIndirect for Niagara meshes, which is made by ComputeShader, may be invalid. This problem does not appear with -onethread command line option. ...

AttachComponentToComponent node does not change the location of a Spawned particle system at runtime

UE - Gameplay - Feb 17, 2022

You can use the "Spawn Emitter Attached" function as a work around ...

DefaultBackBufferPixelFormat 3 washes out slate + scene

UE - Editor - Feb 16, 2022

Typical view when setting is 4:[Link Removed] Problematic view when setting is 3:[Link Removed] ...

Blueprint functions with unconnected return nodes may return unexpected values

UE - Gameplay - Blueprint - Feb 11, 2022

We don't clearly define the behavior for a Blueprint function when an execution path without a return node is taken. We should either report an error, or have the function return the default initial ...

AssetManager ModifyCook does not correctly apply PrimaryAssetLabel references

UE - Foundation - Core - Cooker - Feb 10, 2022

Right now the AssetManager uses different logic in ModifyCook vs VerifyCanCook, specifically related to secondary assets like textures or maps that are indirectly loaded by soft object paths and are ...

Baked lighting does not change lighting scenario when changing sublevels at runtime

UE - Graphics Features - Feb 7, 2022

Further detailed description of the issue can be found in the licensee UDN. ...

Renaming blueprint macro causes Failed import for EdGraph errors

UE - Gameplay - Blueprint - Feb 4, 2022

Macro libraries try to support guid-based renaming: when a specific macro is renamed blueprints using the old name will automatically point to the new name and work properly. However, this fixup hap ...