GAS: OnTagUpdated() not called when calling SetLooseGameplayTagCount()

UE - Gameplay - Gameplay Ability System - Dec 10, 2024

Context AbilitySystemComponent has a virtual function virtual void OnTagUpdated(const FGameplayTag& Tag, bool TagExists); that gets called when a gameplay tag gets added or removed, so whenever ...

Editor Crash When Using FRequestPlaySessionParams GlobalMapOverride To Load World Partition Map

UE - World Creation - Worldbuilding Tools - Data Layers - Dec 6, 2024

The licensee has been using a custom CVAR to launch directly into PIE for a world partition level. Since updating to 5.4, this now causes an editor crash. The main factor appears to be whether or no ...

VR Preview crash when shadow quality is set to low

UE - Platform - XR - Dec 5, 2024

[/Script/Engine.RendererSettings] r.Tonemapper.Sharpen=2 r.TemporalAA.Upsampling=False r.DefaultFeature.AutoExposure.ExtendDefaultLuminanceRange=True r.LightPropagationVolume=0 r.ReflectionCaptureRe ...

When trying to snap selected foliage down to the ground using end key, if the mesh has collision complexity to "Use Simple Collision As Complex" and foliage collision preset to "BlockAll", the foliage selected will not move.

UE - World Creation - Worldbuilding Tools - Foliage - Dec 5, 2024

Using the "end" key on foliage selected with collision preset to "BlockAll" and the mesh collision complexity set to "Use simple Collision as Complex", the foliage will not move. This is wrong becau ...

A UFactory supporting '.flt' files interferes with the texture factory.

UE - Editor - Content Pipeline - Import and Export - Dec 5, 2024

Hi, I’ve written a plugin to enable loading of OpenFlight models into UE5 and have some snags that I could do with help to resolve.Plugin/Texture Interference: Created the plugin using a UFactory d ...

GeometryCollection's root proxy doesn't support complex tracing

UE - Simulation - Physics - Destruction - Dec 5, 2024

More details in this thread: [Link Removed] ...

Digital buttons for gamepad thumbsticks and triggers can fire multiple times per-frame in Game Input

UE - Gameplay - Input - Dec 4, 2024

In Game Input, the buttons for different thumbstick and trigger digital events (i.e. RightStickUp, LeftStickUp, LeftStickRight, etc) can actually fire multiple times in a single frame, even though w ...

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 ...