WasRecentlyRendered() and GetLastRenderTimeOnScreen() still triggers when a skeletal mesh re-enters the view frustum despite being occluded.

UE - Rendering Architecture - Dec 4, 2024

AActor::WasRecentlyRendered() and UPrimitiveComponent::GetLastRenderTimeOnScreen() both still trigger when a skeletal mesh (occluded behind a wall) re-enters the player's view frustum after being ou ...

Enabling "ShowFlag.PhysicalMaterialMasks" causes editor crash when physical material masks aren't yet imported.

UE - Simulation - Physics - Dec 3, 2024

When there is a physical material mask asset that has been created and applied to a mesh in the level without having a texture source imported yet, and then "ShowFlag.PhysicalMaterialMasks" is enabl ...

FRenderThreadCommandPipe::EnqueueAndLaunch does not properly capture/reapply LLM Context in all situations

UE - Rendering Architecture - RHI - Dec 3, 2024

When multiple render commands are enqueued before the graph task runs for a prior enqueued command, the new commands will be put into the Queue for the task to run and no context is captured. When t ...

Crash can happen in FDetailLayoutBuilderImpl::Tick() when a category of UStruct member includes the "|" symbol and member is Tickable.

UE - Editor - Workflow Systems - Dec 3, 2024

A crash can occur when a member of a UStruct has a category with the "|" symbol and is trying to be displayed inside by the FDetailLayoutBuilderImpl class. This happens when there is a UStruct memb ...

Physical Material Mask bug found in GetPhysMatIndex, potentially causing issues with lookup.

UE - Simulation - Physics - Dec 2, 2024

On line 408 of UPhysicalMaterialMask::GetPhysMatIndex() in PhysicalMaterialMask.cpp, the AdjustCoord() function is given AddressX for both the U and V coordinates. The AddressY input is never used i ...

Some instances spawned by NeagaraDataInterfaceChaosDestruction breaking event will be set location to the world origin

UE - Niagara - Data Interface - Nov 29, 2024

 The following code can often be found in UNiagaraDataInterfaceChaosDestruction.const int32 ParticleID = ParticleIDParam.GetAndAdvance() - LastSpawnedPointID + 1; The LastSpawnedPointID is usual ...

Nanite Mesh Reduction Issue

UE - Graphics Features - Nanite - Nov 28, 2024

This issue was reported through a UDN. Licensee mentioned that they are seeing a hole in their Nanite mesh at as they move away from it. Using the Nanite debug view we observe at a certain distance ...

Large World Coordinates appears to not work for Niagara Mesh Particles

UE - Graphics Features - Nov 28, 2024

When a Niagara System is placed at around 10^8 units away from the origin, the movements of the mesh particles aren't smooth as expected, but jumpy. These particles behave as if they are using a flo ...

The visibility state of on-screen stat messages is not restored correctly after entering and leaving PIE. This also affects other important on-screen messages like map warnings and debug messages.

UE - Editor - UI Systems - Nov 28, 2024

Currently, the ShowStats viewport option is automatically enabled when entering PIE and automatically disabled when exiting PIE. This forced disabling happens even if the option was enabled prior to ...

CharacterMovementComponent: NavWalking with high value for NavWalkingFloorDistTolerance can causes character meshes to be teleported up/down when crouching/uncrouching

UE - AI - Navigation - Nov 27, 2024

Context CharacterMovementComponent can be set in the NavWalking mode so that on the server the characters move using the navigation mesh as floor. This helps performance when the nav mesh is more c ...