Renaming assets hits an ensure related to circular redirect

UE - Foundation - Core - UObject - May 10, 2024

You will hit the ensure condition: LogOutputDevice: Error: Ensure condition failed: !SeenPaths.Contains(CurrentPath) in Engine\Source\Runtime\CoreUObject\Private\Misc\RedirectCollector.cpp] [Line ...

Crash when seamlessly travelling from World Partition map

UE - Networking - May 9, 2024

Based on the licensee's report, the crash seems to be occurring due to the WorldDataLayers actor, and setting this actor to never be dormant seems to resolve the issue. ...

RHICoreShader ValidateStaticUniformBuffer expected shader logging is confusing

UE - Rendering Architecture - Shaders - May 9, 2024

The log output in ValidateStaticUniformBuffer, lists hashes that do not correspond to the actual shader name which makes it difficult to track down problem shaders. The current log output code is ...

Expanding pins and moving nodes in graph marks Compile as dirty

UE - Anim - Rigging - Control Rig - May 8, 2024

Expanding pins and moving nodes in the graph marks the Control Rig blueprint as dirty, requiring a recompile of the entire blueprint.  Blueprints do not do this.  ...

Same lightmap textures are listed mutiple times in Lightmaps of WorldSettings

UE - Rendering Architecture - May 8, 2024

Same lightmap textures are listed multiple times in Lightmaps of WorldSettings. It seems that it just showes the same texture mutiple times but there is only one texture. [Image Removed] ...

Editing Filtered Channels in Details panel doesn't update Spawn Control Node

UE - Anim - Rigging - Control Rig - May 7, 2024

An external user reported that creating and editing filtered channels in the details panel does not propagate to the node in the graph, thus making it unusable.  Here is a video with the issue: [ ...

Crash after 'Reparent Blueprint' when renaming component on-top of orphaned inherited component

UE - Gameplay - Blueprint Editor - May 7, 2024

After reparenting a blueprint and inherited components from the previous parent are removed, trying to give a new component the same name as a previous component causes a crash inside UObject::Renam ...

UpdateDelayRandomStream can cause replicated actor to be skipped for consideration

UE - Networking - May 6, 2024

When calculating an actor's NextUpdate time, a random delay is added: ActorInfo->NextUpdateTime = World->TimeSeconds + UpdateDelayRandomStream.FRand() * ServerTickTime + NextUpdateDelta; If this d ...