Scrolling through the ListView inadvertently displays duplicate elements

UE - Editor - UI Systems - UMG - Oct 17, 2024

When a ComboBox is set as elements in a ListView, it can see that the option is set to the wrong element when selecting the ComboBox.  ...

InstanceLocalBounds is lost when calling GetCustomUniformBufferResource

UE - Niagara - Rendering - Oct 16, 2024

Looks like he data is being lost along the chain from our call to GetCustomUniformBufferResource and is erased in both FPrimitiveSceneProxy::UpdateUniformBuffer and in FPrimitiveSceneShaderData::Bui ...

Ghosting effect of fast moving objects in Lumen

UE - Graphics Features - Lumen - Oct 15, 2024

Decal normals causes underlying shadow masks to become visible

UE - Graphics Features - Oct 14, 2024

When using a Translucent or Modulate blend mode decal, the underlying shadow may become visible with VSMs, RT Shadows, and with the Pathtracer. When no normal is applied and a sphere is used to tes ...

CharacterMovement doesn't clear velocity

UE - Simulation - Physics - Oct 11, 2024

Velocities are not being cleared when physics simulation set to false.  ...

World is initialized twice when opened through the Content Browser

UE - World Creation - Worldbuilding Tools - Oct 10, 2024

When opening a Level from the Content Browser, the world gets initialized twice. This initialization process can be quite long, especially for big world using world partition. There doesn't seem to ...

Incorrect display of NavLinks when bFailedNavLinks is enabled

UE - AI - Navigation - Oct 10, 2024

When bFailedNavLinkNavLink is enabled in RecastNavmesh, some NavLink points are debugged and others are not depending on the position of the NavLink point. In the sample project, enable bFailedNavL ...

Editor Utility Widgets: Asset creating nodes' output pins in uber graphs cause asset deletion warning

UE - Gameplay - Blueprint Runtime - Oct 8, 2024

Editor Utility Widgets (EUW) can be used to script editor behavior. One use case is the automation of asset creation. A licensee has reported that when an EUW is used to create an asset, for as lon ...

Play options menu vanishes sometimes

UE - Editor - Workflow Systems - Oct 8, 2024

There seems to be something wrong with how we close menus and submenus as submenus are opened and closed based on mouse interaction. In particular, we seem to sometimes close the whole menu hierarch ...

Calling GetMaterial during compile on load can cause the material shader to fail to compile

UE - Rendering Architecture - Materials - Oct 4, 2024

Calling UStaticMeshComponent::GetMaterial() during a Blueprint compile on load can cause the Material shader to fail to compile because GetMaterial will trigger a PostLoad call on that Material and ...