Resolution retrieval issues caused by multi-monitor hot-swapping.

UE - Rendering Architecture - RHI - Feb 24, 2025

I looked into the underlying code, and it seems that this situation is not well handled. One possible solution is to trigger EnumAdapters() when the system fires the WM_DISPLAYCHANGE message. This ...

Clean DocumentDB setup fails indexing

UE - Foundation - Horde - Server - Feb 21, 2025

Source [Link Removed] The user has encountered the error log: MongoDB.Driver.MongoCommandException: Command createIndexes failed: Implicit collection creation not supported when creating indexes I ...

Missing vegetation created via PCG on export

TM - Rendering - Feb 21, 2025

If you compare this 2 automation tests done on Swiss chalet project, you could see that some parts of vegetation are missing : [Link Removed] [Link Removed] The diff between the 2 exports is caus ...

Missing libomp140 DLL causing crashes in Hair Card Generator plugin

EA Motive has run into a crash when using the hair card generator plugin. A missing DLL is preventing them from creating hair cards according to the initial investigation from their engineers. More ...

MaxDrawDistance set by CullDistanceVolume is lost on saving sublevel

UE - World Creation - Worldbuilding Tools - Feb 21, 2025

The UpdateCullDistanceVolumes behavior when saving was changed by CL-36588597. Only CullDistanceVolumes in the same sublevel can affect Max Draw Distance. ...

Lidar Point Cloud Plugin functions return empty locations for individual points (both relative and world scale)

UE - Editor - Content Pipeline - Feb 21, 2025

The locations of individual point cloud points are empty in the array returned from the get_points_in_box_as_copies,get_points_in_sphere_as_copies,line_trace_multi functions. The last boolean argum ...

Skeletal mesh ddc key is always regenerated on load when LOD bones to remove are set

UE - Anim - Rigging - Feb 20, 2025

In FMeshBoneReduction::ReduceBoneCounts we are calling InvalidateDeriveDataCacheGUID.  If a user has specified bones in the Bones To Remove array for the mesh LOD, this will invalidate the guid.  Th ...

World Position is incorrect when used to control the opacity mask in a nanite spline mesh

UE - Graphics Features - Feb 20, 2025

When calculating the opacity mask, Nanite spline meshes do not have the correct World Position in the Material. This leads to visual artifacts when the mask relies on the world position. ...

First Person Primitive

UE - Graphics Features - Feb 20, 2025

First Person Scale and First Person Field of View on camera components do not apply to the depth prepass when rendering First Person View meshes, leading to a mismatch between the depth pre-pass and ...