Sequencer- FComponentMaterialInfo isn't exposed to Blueprint or script, leaving script users having to call deprecated paths

UE - Anim - Sequencer - Jul 26, 2024

The ComponentMaterialTrack recently got upgraded to be able to animate parameters on different types of materials. This meant using an FComponentMaterialInfo to describe which material was being ani ...

Copy and paste from one sequencer to another does not work correctly

UE - Anim - Sequencer - Jul 26, 2024

Copy and paste from one sequencer to another does not work as expected. Let say there is a certain folder structure like this;[Link Removed] Then you press Ctrl+A then Ctrl+C for copying and past ...

Chaos Cache : When Min Speed To Spawn Trailing Particles > 0, particles are never spawned by chaos cache trailing events

UE - Niagara - Data Interface - Jul 26, 2024

Because UniagaradataInterfaceChaosDestruction::HandleTrailingEvents does not respect incoming TrailingEvent data, the debris velocity during chaos cache playback is always evaluated as zero. The fo ...

UI Flickers in Packaged Movie Render Queue builds

UE - Anim - Sequencer - MRQ - Jul 26, 2024

Light Complexity view mode crashes if there are hair cards in the scene

UE - Graphics Features - Jul 24, 2024

The Editor will crash if Groom Hair Cards are viewed with the Light Complexity View Mode. ...

Outliner freezes when searching in large maps

UE - Editor - Workflow Systems - Jul 24, 2024

This is because SSceneOutliner::FullRefresh is called every time the search text changes, which repopulates the whole tree. There's a few options to look into here (first two might be tricky with b ...

In UE 5.4, some config variables are not getting saved correctly, due to the new User/Editor rules.

A lot of properties are not getting saved correctly to custom configuration files. This looks like that it can be cause by the FConfigContext::PerformLoad function. New conditionals have been added ...

PerObjectProjectedShadows

UE - Graphics Features - Jul 23, 2024

Per-Object shadows cast by a stationary point light do not appear in the correct place on movable geometry. ...

check(!bPostTickComponentUpdate) fails triggered by UNiagaraComponent::CreateRenderState_Concurrent() and StaticMeshCompilingManager::FinishCompilation()

UE - Niagara - Rendering - Jul 23, 2024

Reported alongside [Link Removed] Context: Some ActorComponents can schedule end-of-frame work which UWorld executes later in the frame in UWorld::SendAllEndOfFrameUpdates(). By-design it appears t ...

check(!bPostTickComponentUpdate) fails triggered by ~FStaticMeshComponentBulkReregisterContext() and FD3D12DynamicRHI::ProcessInterruptQueueUntil()

UE - Gameplay - Components - Jul 23, 2024

Context: Some ActorComponents can schedule end-of-frame work which UWorld executes later in the frame in UWorld::SendAllEndOfFrameUpdates(). By-design it appears that it's not allowed to schedule mo ...