Scene View Extension - Subscribing to Tonemap's afterpass renders black screen

UE - Rendering Architecture - Aug 31, 2023

Callbacks for the Tonemap's afterpass that return identity return black screen unless there is a post-process material. ...

Static Mesh Scene Actor Flipped Normals

UE - Rendering Architecture - Aug 31, 2023

Static meshes can have normals flipped when the actor they are attached to has one component of its scale inverted. ...

WorldPartitionHLODsBuilder keeps generated HLOD meshes and causes run out of memory

UE - World Creation - Worldbuilding Tools - HLOD - Aug 30, 2023

Transient Subclasses of ABrush default to supporting external packaging

UE - World Creation - Worldbuilding Tools - OFPA - Aug 29, 2023

ABrush::SupportsExternalPackaging overrides the base implementation of  AActor::SupportsExternalPackaging which returns false for transient actors, but it doesn't call super. As a result, transient ...

Decal can't sample 2D array

UE - Rendering Architecture - Materials - Aug 29, 2023

Decal materials have a compiler error when sampling a UTexture2DArray asset ...

Cloth painting - Camera movements are broken once leaving the painting tool.

UE - Simulation - Physics - Character - Aug 29, 2023

Possibly a regression, but I could reproduce this issue as far as 5.2, so unsure when it started. The issue seems to be that the cloth painting tool lock the camera movements during painting, but d ...

Crash in persona editor when set postprocess animinstance using Linked Layer Anim to skeletal mesh

UE - Anim - Runtime - Anim Blueprints - Aug 29, 2023

Crash when set PostProcessAnimBlueprint in persona editor. Related to [Link Removed], [Link Removed]. ...

BP timelines: when converting internal curve to external, the external curve isn't used until BP is recompiled

UE - Gameplay - Blueprint Editor - Aug 28, 2023

Blueprint timelines: when converting an internal curve to an external curve asset, the curve asset's data isn't used until the blueprint is recompiled. This is confusing as there is no indication th ...

GAS: GameplayEffects component tag containers don't inherit properly

UE - Gameplay - Gameplay Ability System - Aug 28, 2023

Using the new GameplayEffect's component based configuration, selected tags (FGameplayTagRequirements) don't inherit from parent GameplayEffect blueprints to child BPs. ...

Recompute Tangents in MetaHuman's LOD 1 is set to None, so the quality of facial shading has degraded compared to UE5.1.

MetaHuman - Aug 26, 2023

In UE5.1, the Recompute Tangents for each material in MetaHuman's LOD 1 was set to Green 2, but it has been set to None from UE5.2 onwards. As a result, the quality of MetaHuman(LOD1) has clearly de ...