Behavior Tree (BT) services added to root nodes call the initial tick twice

UE - AI - Nov 20, 2024

Behavior Tree (BT) services added to root nodes call the initial tick twice A BT Service with the setting "Call Tick on Search Start" enabled will execute the initial tick twice when added to the ro ...

Gameplay Tags with the string "None" as any of its hierarchical node identifiers behave incorrectly (because of an incomplete generated FGameplayTagContainer::ParentTags array)

UE - Gameplay - Nov 19, 2024

Currently, using the string "None" as a hierarchical node identifier inside a Gameplay Tag (for example "A.B.C.None.D.E.F") is not disallowed by the engine, but results in some incorrect behaviors. ...

TranslucentVolumeAmbient is darkened in InjectTranslucencyLightingVolume pass when using VSMs with r.Shadow.Virtual.ForceOnlyVirtualShadowMaps is Off

UE - Graphics Features - Shadows - Nov 18, 2024

CSM targets are still created and affect the InjectTranslucencyLightingVolume pass when moving in a project that only uses VSM causing over brightening of fog planes and other translucent meshes. r ...

Crash in FPipelineFileCacheManager::RegisterPSOStats

UE - Rendering Architecture - Oct 25, 2024

The game can crash when one thread clears RunTimeToPSOUsage while another thread is expecting it to contain a PSO it is registering stats for. Thread A:  calls CacheGraphicsPSO() Thread B:  calls C ...

Decals custom depth/stencil side effect from Lumen

UE - Graphics Features - Oct 15, 2024

The order of passes related to Decal rendering (without the DBuffer) and CustomDepth is changed by the CVar "r.Lumen.AsyncCompute", even when Lumen is not enabled. This causes Decal Materials that ...

In Standalone mode, when reading world partition actor descriptors for BP actors, "bIsSpatiallyLoaded" receives its value from the native base class instead of the BP class, so BP actors are loaded/unloaded based on the wrong condition.

UE - World Creation - Worldbuilding Tools - World Partition - Oct 15, 2024

Consider an actor defined in C++ with "bIsSpatiallyLoaded" set to true (the default), and a derived blueprint that overrides "bIsSpatiallyLoaded" to false. Now consider an actor instance of that blu ...

GameFeature Plugins do not chunk as expected when using PrimaryAssetLabels

UE - Gameplay - Sep 23, 2024

There is some unexpected behaviour around GameFeature Plugins (GFPs) when packaging with chunking enabled most noticeable when using PrimaryAssetLabels (PALs). Firstly, PrimaryAssetLabels do not ap ...

Some Niagara FX does not show up in MovieSceneCapture when AgeUpdateMode is DesiredAgeNoSeek

UE - Niagara - Sep 17, 2024

CL23957356 changes how to calculate FrameOffset in FNiagaraSystemUpdateDesiredAgeExecutionToken::Execute(). After this change, DesiredAge + FrameOffset could be 0.0 for some a couple of initial fram ...

Actor blueprint 'bOptimizeBPComponentData' breaks subobject instantiation for runtime spawned actors in cooked builds

UE - Gameplay - Blueprint Runtime - Aug 29, 2024

A user has reported that when an actor blueprint enables Generate Optimized Component Blueprint Data, default instanced objects of components are not properly duplicated in cooked builds. This resul ...

Message to rebuild lights does not display after static mesh position has changed

UE - Graphics Features - Aug 28, 2024

In a static lighting environment, moving static objects no longer marks the built lighting as invalid. This prevents the on-screen warning from appearing. Regression introduced in CL: 25964466 on / ...