GAS: Ability that destroys owning actor on activate causes crashes due to ABILITYLIST_SCOPE_LOCK

UE - Gameplay - Gameplay Ability System - Oct 31, 2023

A GameplayAbility that destroys its owning actor inside ActivateAbility() causes a crash, because actor destruction will modify the ability list but ActivateAbility() is called within an ABILITYLIST ...

BlackmagicMediaSource causes a memory leak if "Just-In-Time Rendering" option is ON.

UE - Virtual Production - IO - Media - Oct 31, 2023

Since 5.3, BlackmagicMediaSource causes a memory leak. This didn't happen on 5.2. You can see the leak on PIE. [Image Removed] [Image Removed] If "Just-In-Time Rendering" option in the MediaB ...

[MetaSounds][Ladder Filter] - Ladder Filter Produces Incorrect Output when the Sample Rate is not 48kHz

UE - Audio - MetaSounds - Oct 30, 2023

When the Sample Rate of the Audio Mixer or device is not 48kHz, the Ladder Filter output is not correct on PIE. It is Silent at 20000Hz, and other frequencies also sound wrong.  ...

[MetaSounds][Biquad Filter] - Biquad Filter Produces Incorrect Output when the Sample Rate is not 48kHz

UE - Audio - MetaSounds - Oct 30, 2023

When the Sample Rate of the Audio Mixer or device is not 48kHz, the Biquad Filter output is not correct on PIE. It is Silent at 20000Hz, and other frequencies also sound wrong. See [Link Removed] ...

GAS: AbilitySystemComponent does not DestroyActiveState after re-entering play

UE - Gameplay - Gameplay Ability System - Oct 30, 2023

UAbilitySystemComponent::DestroyActiveState() is called when the component is unregistered (OnUnregister) and when its destroyed (OnComponentDestroyed). It performs state cleanup such as canceling a ...

Networked root motion montage with rotation fighting smoothing

UE - Gameplay - Player Movement - Oct 30, 2023

A licensee is reporting a sim proxy is playing a networked anim montage with root motion, that the rotation changes will fight between what's produced in ::SimulateRootMotion and ::SmoothClientPosit ...

Shadow Flickering with Lighting Channels

UE - Graphics Features - Shadows - Oct 27, 2023

It looks like static meshes can invalidate large numbers of VSM pages when the geometry and the light are not on light channel 0. ...

Unreal Insights - GPU Timers don't show on Graph

UE - Foundation - Insights - Oct 27, 2023

From Customer: UE 5.3 update broke Unreal Insights adding GPU timers into graph tracks. Debugging the code and cross checking with github/p4v I guess it broke in this revision: Timer graphs no ...

Exiting PIE after ejecting from pawn and opening a level sequence will crash the editor

UE - Editor - Workflow Systems - Oct 26, 2023

Editor crashes after ejecting from pawn and opening a sequence when ending PIE ...

Map Check error when parenting an actor to a child actor in Scene Outliner

UE - World Creation - Worldbuilding Tools - World Partition - Oct 26, 2023

Map Check will generate an error when an actor is attached to a child actor in the Scene Outliner. At runtime, the attachment seems to work as intended so it's only a Map Check issue. The error read ...