Difference in LODs between PIE and editor

UE - Rendering Architecture - Dec 7, 2023

It is possible to repo this without the exact steps, but that leaves it ambiguous if the camera moved when exiting PIE or not. ...

Light function broken on AMD GPUs

UE - Rendering Architecture - Dec 6, 2023

The licensee reported this happening on the following cards with the latest driver versions: ● RX 6600 ● RX 5700 The Licensee reported it did not happen on these cards: ● RX 580 ● Non-AMD cards Our ...

"Right-click -> Set Current Preview Mesh" option does not exist for Montages.

UE - Anim - Gameplay - Dec 6, 2023

Related UDN: [Link Removed] ...

When adding the UIRenderer to the Movie Render Queue, the rendering output is a difference in PIE and MRQ.

UE - Anim - Sequencer - MRQ - Dec 5, 2023

UI rendering in PIE and UIrenderer rendering in MRQ produce different output results. This is because when dealing with fades in the UI, the rendering results should not be different.  Workaround ...

Gameplay Ability Component Montage Replication incorrectly handles cyclic animation sections

UE - Gameplay - Gameplay Ability System - Dec 4, 2023

In AbilitySystemComponent_Abilities.cpp, the check for the client being on a different section on line 3059 checks that the RepNextSectionID is not the current section. One would assume this is beca ...

Gameplay Cue Notify Paths in Game Feature Modules don’t work when written in the ini file, only when added via AddGameplayCueNotifyPath()

UE - Gameplay - Gameplay Ability System - Dec 4, 2023

The gameplay cue may work fine the first time. If this is the case, then relaunch the editor. It should then be broken, as the tag is no longer loaded after its creation. ...

Lumen scene view - spot light cut off

UE - Rendering Architecture - Dec 1, 2023

This looks to be an issue with shadows in Lumen Direct Lighting, and might be coming from the "Batched lights" pass. ...

Nanite Dynamic Tessellation issue with Material Layers

UE - Graphics Features - Nanite - Dec 1, 2023

When a BPActor containing HISMs is multiplied with a scale, LOD display control doesn't work correctly

UE - Rendering Architecture - Nov 29, 2023

Workaround 1: 1. Change HierarchicalInstancedStaticMesh.cpp in either of the following ways:void{{ FHierarchicalStaticMeshSceneProxy::GetDynamicMeshElements(const TArray<const FSceneView*>& Views, c ...

Crash Duplicating an empty AtlasRow material node

UE - Rendering Architecture - Materials - Nov 29, 2023

This isn't a hard crash, but a "verify(...)" from MaterialExpressions.cpp, line 559. ...