Generated assets not showing up in world partition level until map reloaded - DirtyActorTracker

UE - World Creation - Worldbuilding Tools - World Partition - Apr 18, 2024

"Auto" option in Media IO is not updated correctly when apply is clicked

UE - Virtual Production - IO - Media - Apr 16, 2024

Creating MaterialInstanceDynamic for a moving/crumbled geometry collection component, the rendering position is reset to the initial location

UE - Simulation - Physics - Destruction - Apr 23, 2024

Creating a MID makes the render state dirty and the engine will recreate a new scene proxy without the current attitude. This results in rendering the object in incorrect location. Here is a tempor ...

GameplayTagQuery in editor can fail to update to new values or reset after being cancelled

UE - Gameplay - Apr 25, 2024

When editing a GameplayTagQuery inside of the editor, there are times when the query editor will not update the query when selecting Ok or fail to return the query to its original state before editi ...

Copy/Paste array of strings in Details Panel adds quotes to entries

UE - Editor - Workflow Systems - Apr 24, 2024

Conversation moved to Comments to allow for public visibility. ...

Nanite static mesh components are not individually highlighted when selected

UE - Rendering Architecture - Apr 30, 2024

Non-nanite static mesh components still show an individual highlight outline which individually selected even with other non-nanite static mesh components in the same actor. This is different when t ...

DumpShaderStats doesn't output any shader data

UE - Rendering Architecture - Shaders - May 1, 2024

The DumpShaderStats console command doesn't output any shader stats because the code to calculate that information in DumpShaderStats (Shader.cpp) is commented out https://github.com/EpicGames/Unrea ...

GetMotionControllerData doesn't return expected data

UE - Platform - XR - Apr 18, 2024

Repro project: [Link Removed] ...

Using Clip() in a material may cause the outline to be displayed incorrectly on the Editor.

UE - Graphics Features - May 3, 2024

This appears to be from an interaction between the Depth Fade Expression, clip() in a Custom Expression, WPO being enabled, and the fact that the pass that draws objects for the editor outline runs ...