FlushPressedKeys doesn't clear EventAccumulators, resulting in stale data

UE - Gameplay - Input - Jan 26, 2024

From the user:  The root of the problem appears to be that KeyState.EventAccumulator still has events stored in the structure for 'LeftAlt'. So, although UPlayerInput::FlushInput is called when the ...

Two Sided Foliage doesn't receive VSM shadow with Opacity 0

UE - Graphics Features - Jan 25, 2024

Two-Sided foliage materials with an Opacity of 0 ignore any shadows cast with Virtual Shadowmaps, even in a completely sealed environment. This did not happen in UE 5.1.1 ...

FScopedEditorWorld doesn't clean up old world when going out of scope

UE - World Creation - Worldbuilding Tools - World Partition - Jan 19, 2024

In a commandlet, when FScopedEditorWorld exits, it leaves references behind and prevents garbage collection of the PersistentLevel and non-spatial actors. This leads to an issue when a second FScop ...

Map actor reconstruction does not reattach external non-root components

UE - Gameplay - Components - Jan 17, 2024

For two map placed actors, if one actor B's non root component is attached to another actor A, the attachment is not retained when actor A reruns its construction script, such as when moving actor A ...

Pre-UE5 serialized FVariant FVector data corruption when deserialized in UE5

UE - Gameplay - LWC - Jan 15, 2024

FVariant is a struct that implements a union of data types, including FVector. When assigning an FVariant an FVector value in engine versions UE 4.27 or earlier, the FVariant will deserialize incorr ...

Double clicking on Interface Function in Blueprint Graph does not take you to the function implementation.

UE - Editor - Jan 11, 2024

When double-clicking on an interface function call within a blueprint, the expected behaviour is that it will take you to the implementation of this function. However, it currently does nothing. ...

Specular/Anisotropy problems with Nanite Meshes

UE - Rendering Architecture - Jan 11, 2024

Specular highlights can disappear with clearcoat materials, when "Clear Coat Enable Second Normal" is enabled ("r.ClearCoatNormal"). ...

UObject Macro Libraries cannot use functions that require a WorldContext

UE - Gameplay - Blueprint Editor - Jan 11, 2024

If you make a Blueprint Macro Library that derives from UObject you are then unable to use any functions that require a WorldContext, like Delay. This is because the WorldContext cannot be assumed l ...

Mouse lock on a widget in the RetainerBox is misaligned and locked in the wrong position in the standalone/package application

UE - Editor - UI Systems - UMG - Jan 9, 2024

Locking the mouse to a widget covered by a Retainerbox locks it in a different position in the standalone/packaging application than in PIE.  This does not happen if RetainerBox is disabled and the ...

NiagaraEmitter is saved with the different asset name when renaming with speceficed name

UE - Niagara - Jan 9, 2024

Renaming a NiagaraEmitter to a specific asset name changes it to an unspecified asset name. This happens only with NiagaraEmitter, not with other assets.  ...