GAMEPLAYATTRIBUTE_REPNOTIFY does not properly propagate OldValue

UE - Gameplay - Dec 10, 2021

Associated UDN [Link Removed] We've been having some issues with the replication of attributes. Namely we have an OnRep_ function for an attribute that receives FGameplayAttributeData& OldValue a ...

Using a fixed frame rate will cause you to leave the loop section of Montage.

UE - Anim - Dec 10, 2021

This problem only occurs when the fixed frame rate is 30 and the Sequence Lenngth of the loop animation is 1.66667. If turn off the fixed frame rate setting, it will behave as it should. ...

Duplicating skeletal mesh assets with groom in world outliner changes Hair UV layout

UE - Rendering - Materials/Shaders - Dec 10, 2021

Having duplicate characters with groom, hair UV layout changes which results in visible shift in character look and also changes color based on camera distance and lights in the scene (hair would fl ...

Linear Color Struct values are changed when upgrading from 4.26.2 to 4.27.1

UE - Gameplay - Blueprint - Dec 2, 2021

It seems that changing the value to something different than the default of a Linear Color Struct variable, results in the value being changed when upgrading the project to a new engine version. Thi ...

Path Tracing denoiser is not stable in animation

UE - Rendering - Nov 30, 2021

When rendering an animation with the path tracer through MovieRenderQueue, at low sampling rates the denoiser produces splotchy results that flicker from frame to frame. The current denoiser (Ope ...

Path Tracing - HDRIBackdrop contributing twice

UE - Rendering - Nov 30, 2021

The setup for HDRIBackdrop leads to double-counting of the illumination between the skydome and the geometry in the path tracer. ...

Steam Sessions fails to create when using the Create Session node

Online - OSS - Steam - Nov 30, 2021

This is a Regression. 4.26.2 - Binary - no issue creating a session. 4.27.1 - Binary - no issue creating a session if you convert a previously working 4.26.2 project. 4.27.1 - Binary - Fails to c ...

Multiple Blueprint compilation passes required to fix up event binding to dispatcher after event rename

UE - Gameplay - Blueprint Compiler - Nov 30, 2021

Renaming a custom event bound to an event dispatcher via a Create Event node requires two compilation passes to fix up the binding.  upd. Regression was checked on //UE4/Release-4.26 CL 15973114, i ...