Invalid PropertyConnectedMask in layered material instance when base material doesn't use material attributes

UE - Rendering Architecture - Materials - Nov 20, 2024

When UMaterialInstanceConstant::UpdateCachedData() updates CachedExpressionData.PropertyConnectedMask for material instances with layers incorrectly, it can lead to various graphical issues includin ...

Shadow Maps performance issue with 5.4 in comparison towards 5.3

UE - Graphics Features - Shadows - Nov 20, 2024

Shadow depths performance for non-VSM in certain scenes, notably those with rect lights and meshes that are set to movable, went from ~2ms to ~18ms going from UE 5.3 to UE 5.4. Setting the movable a ...

Widget Flickering Observed in RetainerBox with Incorrect LayerId

UE - Editor - UI Systems - UMG - Nov 19, 2024

Setting the Phase Count of a RetainerBox to 2 or more may cause other widgets within the same UserWidget to flicker. Upon investigation, we found that during frames where the flickering occurs, the ...

Lumen temporal flicker after leaving Editor open for 3+ days

UE - Graphics Features - Lumen - Nov 18, 2024

Lumen GI has temporal flickering/noise after running the Editor for 3+ days. ...

BakedSourceTexture missing from Sprite in packaged game

UE - Gameplay - Paper2D - Nov 15, 2024

The UPaperSprite::BakedSourceTexture will be nullptr in a packaged game if the sprite is not referenced by the UGameInstance.  The attached sample project demonstrates this scenario. ...

External Actors can hold stale references to Blueprint classes as editted instance properties

UE - World Creation - Worldbuilding Tools - Nov 14, 2024

When a component is removed from a class that exists as an instance with external actors enabled, a deleted BP component on an actor will remain referenced by the instance. Disabling External Actor ...

Skeletal Mesh Customizable Object Node does not warn of changes to mesh sections.

UE - Anim - Mutable - Nov 12, 2024

When reimporting meshes with changes to their material sections, specifically additions, there is no indication that there will be an issue on output of a generated mesh. Ideally, we can watch for a ...

Modeling Mode Vertex Paint Color values are incorrect

UE - Content Tools - Nov 12, 2024

There is a mismatch in between the input and output value of vertex colors painted using the "Modeling Mode" vertex painting tool. The example in the licensee's case is that if they wanted a 0.25f v ...

LoadMapMisc LLM category contains Static Mesh allocations

UE - Rendering Architecture - Nov 12, 2024

UInstancedStaticMeshComponent::CreateSceneProxy() is missing a LLM_SCOPE(ELLMTag::InstancedMesh);  and during level loading allocations for it appear in LoadMapMisc instead of InstancedMesh. Addi ...

After changing SupportedAgent settings, old Recast nav mesh actor is not deleted when saving map with External Actors (OFPA) enabled

UE - AI - Navigation - Nov 8, 2024

Context Recast lets you configure multiple agent types in Project Settings > Navigation System > Supported Agents. When agents have unique settings such as agent radius, building a nav mesh results ...