bIgnoreAllPressedKeysUntilReleaseOnRebuild ignores digital keys that are part of analog actions

UE - Gameplay - LWC - Jul 7, 2022

UDN post raising this. We ignore digital inputs only, but do so by querying Key.IsDigital(). This causes issues if the key is mapped to an analog action (i.e. it's emulating an axis). Proposed solu ...

UMGs are rendered over the viewport's icons on UE5 editor

UE - Editor - UI Systems - Jul 6, 2022

UMGs are rendered over the viewport's icons on UE5 and the icons cannot be visible and selected even if you detaches from the player controller.[Link Removed][Link Removed][Link Removed] I confirm ...

World Partition Converter- Soft object pointers to actors kept in scripted sublevels are incorrectly remapped to the main world during in place conversion

UE - LD & Art - World Building - World Partition - Jul 1, 2022

From user:"We have ran into an issue with soft object pointer fixup/remapping with the World Partition converter. If you have a sublevel that contains a level script and an actor that is hard refer ...

When StaticMeshComponent is added to an empty Actor, no HLOD is generated.

UE - LD & Art - World Building - HLOD - Jul 1, 2022

When a Cube of StaticMeshActor is placed, it is generated without any problem. ...

When another AnimMontage is playing while an AnimMontage is playing, AnimNotify be called twice.

UE - Anim - Runtime - Jul 1, 2022

When AnimNotify is set to AnimMontage, these Notify events may be output twice. It can see it if you let another Montage play while the first one is playing. If you stop the first Montage, it will a ...

ModularGameplay and other runtime plugins have wrong LoadingPhase

UE - Gameplay - Jun 30, 2022

Plugins that provide blueprint-accessible libraries generally need to be set the PreDefault LoadingPhase so they can be properly loaded before game-specific data that loads early in the Default load ...

When 1 AnimSequence asset is used for multiple SeuqnecePlayer, the override by AnimGraphOverrides affects other than the specified SequencePlayer.

UE - Anim - Runtime - Anim Blueprints - Jun 30, 2022

If you use the same AnimSequence in multiple SequencePlayers in Base AnimBP and replace asset of one of SequencePlayers by AssetOverride in Child AnimBP, the result will be reflected in the other Se ...

Movie Render Queue Deferred Lighting(Detail Lighting) only outputs Lighting Only

UE - Anim - Sequencer - MRQ - Jun 29, 2022

This is not a regression. Tested in //UE4/Release-4.27 CL#18319896 Movie Render Queue Deferred Lighting(Detail Lighting) appears to only output Lighting Only.  ...

Certain textures always output to cache miss log

UE - Texture - Jun 29, 2022

If using VT_CurlNoise texture in the Volumetrics plugin, it will output a DDC cache miss every time when launch Editor. ...