Branching point notifies can lose their linked montage

UE - Anim - Runtime - Feb 10, 2022

Currently UAnimSequenceBase::OnModelModified assumes that a notify is linked to a sequence and not a montage. This causes branching point notifies to lose their linked montage when being updated an ...

Report of branching point notifies failing to trigger

UE - Anim - Runtime - Nov 15, 2021

The problem seems to come from a notify having its LinkedMontage set to null when RefreshBranchingPointMarkers() is called. IsBranchingPoint() fails in this case, so it's never registered as a branc ...

Scene Capture set to depth only renders the full scene instead of only processing depth.

UE - Virtual Production - Rendering - Oct 26, 2021

A licensee has also recommended a fix for this issue, please see the UDN link for details. Example renderdoc capture of the issue can be found here - [Link Removed] ...

Grass does not show up when I override the Material of LandscapeComponent.

UE - LD & Modeling - Terrain - Landscape - Sep 8, 2021

Regression checked in //UE4/Release-4.26.2 CL 15973114 the issue is not reproduced thee ...

Instanced subobject property values nested inside struct members are copied from default data at object initialization time, possibly leading to an EDL error at runtime.

UE - Foundation - Core - UObject - Aug 18, 2021

When initializing struct members from default data at UObject initialization time, we are currently copying struct properties that contain instanced subobjects from the default data. This can potent ...

Renaming a SkinnedMeshComponent onto a different owning actor will cause issues with FAnimUpdateRateManager

UE - Anim - Runtime - Aug 12, 2021

As mentioned in the UDN - the user tried to rename an SMC to a different actor, which leaves the URO manager left with an incorrect data as it is not aware of the move. User proposed overriding Post ...

The Niagara Staticmesh data interface node Random Tri Coords doesn't respect Emitter's Deterministic Settings

UE - Niagara - Aug 11, 2021

From UDN: We are using the Cascade particle system and we want to render the same scene with multiple cameras, so multiple renders are required. In order to ensure that the result of the particle s ...

GPU Debug Label is not set on some textures

UE - Graphics Features - Aug 11, 2021

texture streaming is one of the reasons that drop the label but not the only reason. add a line of code RHIBindDebugLabelName(NewTexture, *OldTexture->GetName().ToString()); into FMetalDynamicRHI:: ...