Reloading a Blueprint asset will unnecessarily recompile its dependencies.

UE - Gameplay - Blueprint - Aug 25, 2022

When a Blueprint asset is reloaded, we are currently serializing its CachedDependencies list during the discovery of potential referencers. This can lead to incorrectly treating all dependencies as ...

Virtual Texture not streaming with Thin Translucency

UE - Rendering - Architecture - Aug 24, 2022

When using a virtual texture sampler for a thin translucent material, and that material occludes other objects that sample virtual textures, the occluded objects don't stream their VT. ...

[AI] Moving a SmartObject actor in a level does not update the location of its Slot in the SmartObjectCollection

UE - AI - SmartObject - Aug 22, 2022

Moving a SmartObject inside of the level shows that the slot debug view is moved along with the SmartObject, but when PIEing the AI react as if it has not been moved/rotated. You must click Rebuild ...

[AI] Pawns loaded from a Data Layer do not auto-register as sources with the Perception System.

UE - AI - Perception - Aug 22, 2022

A licensee has reported that Pawns that are loaded via a runtime Data Layer are unable to be perceived automatically by Pawns that are not part of a runtime data layer. However, data layer Pawns can ...

PNG file import does not read R values correctly

UE - Texture - Aug 22, 2022

Looking at each value of the texture, it seems that the import of the R value is incorrect. PNG:[Link Removed] TGA:[Link Removed] ...

CompileAllBlueprints crashing on blueprint function with a delegate input.

UE - Gameplay - Blueprint Compiler - Aug 19, 2022

In some scenarios, FPropertyDelegate::SignatureFunction can point to freed memory after a garbage collection run. This appears to be more common when running the CompileAllBlueprints commandlet. ...

Selection of foliage instances broken with nanite

UE - Rendering - Nanite - Aug 19, 2022

The selection of individual instances of a foliage HISM is broken, so that the instance is correctly outlined but the gizmo is placed over a different instance. If we delete the selected instance it ...

Gameplay ability blueprints cannot be debugged in multiplayer

UE - Gameplay - Gameplay Ability System - Aug 19, 2022

The object filter in the blueprint debugger can be used to filter breakpoints to a specific instance of an object. This is important for multiplayer because there will be multiple versions of the sa ...

Pose watches don't display correctly with compatible skeletons

UE - Anim - Runtime - Anim Blueprints - Aug 19, 2022

"Hello, we've found a quirk with ABP's pose watch and compatible skeletons. Same setup as above. We have skeleton A as the base and skeleton B as a compatible skeleton. They both share similar hiera ...