Developer Folders Visible Due to Legacy Path Filters

UE - Editor - Content Pipeline - Content Browser - Aug 2, 2022

The Other Developers folder is comparing against the virtual path of a file to see if it starts with "/Game/Developers", but the virtual paths of all the developer folders start with "/All/Game/Deve ...

Multiplying CompleCollision by inverse scale does not create a collision

UE - Gameplay - Components - Aug 2, 2022

If multiplying a mesh with ComplexCollision by inverse scale, the geometry may not be created on the mesh. This may depend on the assets of the mesh. In the sample example, the navmesh is not create ...

The value of LLM AudioSummary is not an Audio-related aggregate value.

UE - Audio - Jul 29, 2022

"stat llm" does not show that the Audio summary value is the sum of Audio related tags. In the attached screenshot, when executing "stat llmfull", the AudioSummary value is less than the sum of "Aud ...

AnimMontage notify callback destroying owning actor causes crash

UE - Anim - Runtime - Jul 28, 2022

Destroying the owning actor as a response to an anim montage's anim notify causes unsafe access of the current anim montage. See repro steps. ...

GPU memory leak during large source control operations

UE - Editor - Workflow Systems - Jul 28, 2022

We've seen some reports of GPU memory leaks during source control operations caused by the animation of the throbber widget, potentially leading to a crash if GPU memory runs out. The crash has been ...

The process of performing SetTextureParameterValue on a decal component during BeginPlay, the result will not be the same every time when streaming a level.

UE - Graphics Features - Jul 26, 2022

If executing CreateDynamicMaterialInstance and SetTextureParameterValue on BeginPlay for the decal component, the decal will be different the first and second time level streaming. ...

Calculating LLM of Audio tag in AnimationStreaming.

UE - Anim - Runtime - Jul 25, 2022

 In the following section, AnimationStreamingManager incorrectly adds in Audio's LLMTag.   void FAnimationStreamingManager::UpdateResourceStreaming(float DeltaTime, bool bProcessEverything /*= fals ...

Level sequence does not play when using async load for level

UE - Anim - Sequencer - Jul 25, 2022

The problem seems to be that FLevelSequenceBindingReference::Resolve () fails due to LoadPackageAsync() called in the FStreamableManager::StreamInternal() function. The licensee reports that the pro ...

Lumen generates gradated shading even if the light is a constant color sky light

UE - Graphics Features - Lumen - Jul 22, 2022

Lumen generates a gradated shading even if objects are lit by a 360-degree constant sky light.[Link Removed][Link Removed] I looked into this and found that this comes from Spherical Harmonics int ...

Collision filtering issue when multiple shapes on an actor

UE - Simulation - Physics - Jul 22, 2022

Collision filtering is producing unexpected results in certain setup. Objects are passing through one another when they are expected to collide. ...