Gauntlet test warnings in QAGame Win64 Development BootTest

UE - Rendering Architecture - RHI - Sep 6, 2023

QAGame Win64 Development BootTest: * Ensure: Ensure condition failed: oldValue == newValue [File:D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\HAL\ThreadingBase.cpp] [Line: 311] oldVal ...

Gameplay Tags: Consider tag redirects in RequestGameplayTag()

UE - Gameplay - Blueprint - Sep 6, 2023

Users can obtain a FGameplayTag reference by calling FGameplayTag::RequestGameplayTag(TagName) passing in a path like MyCategory.MyGameplayTag. Users can rename INI-defined tags in the editor via t ...

[Audio Modulation] - Ensure is thrown when attempting to modulate a Source Effect at runtime

UE - Audio - Modulation - Sep 6, 2023

Does *not* occur in editor. Only in standalone and runtime. Occurs when modulating Chorus or Bit Depth Also occurs in 5.2 and 5.3. I also noticed the test with this is supposed to set the chorus e ...

Attribute Reader + Torus Shape Location module cause NaNs in CPU Niagara systems

UE - Niagara - Sep 5, 2023

It appears using the attribute reader with the shape location module set to torus will cause NaNs. The log mentions Sphere Radius among them, which should not be used with the torus mode. ...

Volumetric lightmap + stationary light has missing shadows

UE - Rendering Architecture - Sep 5, 2023

Primitives with the "Lightmap Type" set to "Force Volumetric" are not shadowed correctly. Issue dates back to at least 4.27.2. As a workaround, making FLightCacheInterface::GetStaticInteraction al ...

Editor/Details Panel allows duplicate keys in TMap/TSet UPROPERTY()

UE - Editor - Workflow Systems - Sep 5, 2023

When edited through the Details Panel in the Editor, TMap and TSet properties should not allow duplicate keys. When those keys are USTRUCTs with the “WithIdenticalViaEquality” trait, this should be ...

UHT doesn't warn that a class/structure size is larger than 65535

UE - Foundation - Cpp Tools - UnrealHeaderTool - Sep 1, 2023

[MetaSounds] - Trigger inputs called by Execute Trigger Parameter refire on MetaSounds that become active after virtualization

UE - Audio - MetaSounds - Aug 31, 2023

If trigger execute is called in Blueprint, it will fire every time the sound recovers from being virtual, even if it has not been called again. See video example: [Link Removed] Also occurs in Re ...

Scene View Extension - Subscribing to Tonemap's afterpass renders black screen

UE - Rendering Architecture - Aug 31, 2023

Callbacks for the Tonemap's afterpass that return identity return black screen unless there is a post-process material. ...