Sequencer- FComponentMaterialInfo isn't exposed to Blueprint or script, leaving script users having to call deprecated paths

UE - Anim - Sequencer - Jul 26, 2024

The ComponentMaterialTrack recently got upgraded to be able to animate parameters on different types of materials. This meant using an FComponentMaterialInfo to describe which material was being ani ...

Copy and paste from one sequencer to another does not work correctly

UE - Anim - Sequencer - Jul 26, 2024

Copy and paste from one sequencer to another does not work as expected. Let say there is a certain folder structure like this;[Link Removed] Then you press Ctrl+A then Ctrl+C for copying and past ...

Chaos Cache : When Min Speed To Spawn Trailing Particles > 0, particles are never spawned by chaos cache trailing events

UE - Niagara - Data Interface - Jul 26, 2024

Because UniagaradataInterfaceChaosDestruction::HandleTrailingEvents does not respect incoming TrailingEvent data, the debris velocity during chaos cache playback is always evaluated as zero. The fo ...

UI Flickers in Packaged Movie Render Queue builds

UE - Anim - Sequencer - MRQ - Jul 26, 2024

Crash after generating HLODs for merged meshes that have all triangles culled

UE - World Creation - Worldbuilding Tools - HLOD - Jul 25, 2024

Light Complexity view mode crashes if there are hair cards in the scene

UE - Graphics Features - Jul 24, 2024

The Editor will crash if Groom Hair Cards are viewed with the Light Complexity View Mode. ...

Nanite mesh polygons disappearing when using masked opacity with vertex color in 5.4

UE - Graphics Features - Nanite - Jul 24, 2024

In 5.4.3, a nanite enabled mesh with a material that takes its vertex color (R) and uses it as the opacity mask output in a masked blend mode material, causes the mesh to have disappearing polygons ...

check(!bPostTickComponentUpdate) fails triggered by UNiagaraComponent::CreateRenderState_Concurrent() and StaticMeshCompilingManager::FinishCompilation()

UE - Niagara - Rendering - Jul 23, 2024

Reported alongside [Link Removed] Context: Some ActorComponents can schedule end-of-frame work which UWorld executes later in the frame in UWorld::SendAllEndOfFrameUpdates(). By-design it appears t ...