RGB/UINT10 HDR Format not using ST.2084

UE - Rendering - RHI - Aug 23, 2021

Specification here: [Link Removed] Which is mirrored in engine in FD3D12DynamicRHI::Init (for example): [Image Removed] However, FWindowsPlatformMisc::ChooseHDRDeviceAndColorGamut always returns ...

Compiling a Blueprint class resets the actor label in the World Outliner for all instances of that class.

UE - Editor - Framework - Aug 19, 2021

Any instances of a Blueprint class that were given a custom label in the World Outliner will have their labels reset to the object instance name whenever that Blueprint class is recompiled. The lab ...

AbilityAsync objects do not have proper EndAction support

UE - Gameplay - Blueprint - Aug 18, 2021

UAbilityAsync objects do not properly support a way to EndAction like a UAbilityTask. ...

Crash in FMacApplication::FindScreenByCocoaPosition when using the mouse in the ILIAD plugin.

UE - Platform - Mac - Aug 18, 2021

I think this could occur anytime but is probably very rare. However using this plugin from the reported UDN makes it much easier to repro as they are calling FMacApplication::ConvertCocoaPositionTo ...

Pixelated volumetric translucent shadows

UE - Rendering - Aug 17, 2021

I narrowed down the issue to the Main call of ShadowProjectionPixelShader, and tested (on 4.26 and 4.27) a combo of different material and light shadow settings, as well as enabling transmission on ...

Cascade To Niagara Converter doesn't respect Initial Location Module

UE - Rendering - Niagara - Aug 13, 2021

Niagara's Initialize Particle Module has the Input.Position Write default Value False which is fine as long as the Cascade To Niagara Converter can realizes whether Cascade has the location Module a ...

[Feature Request] Niagara Ribbon Render needs V direction Tessellation option

UE - Rendering - Niagara - Aug 8, 2021

It has a common chunking visual artifacts that lot's of triangular Translucent overlap once Ribbon's width is big and twisted heavily facing to Camera [Image Removed] It can be fixed by adding mor ...

Pasting a component binding onto a Spawnable will not set up parenting correctly

UE - Anim - Sequencer - Aug 6, 2021

It appears that for spawnable bindings, when adding a child binding through a copy/paste it is not added to the child bindings array on the spawnable, so when GetChildPossessables is called, there a ...