Virtual Texture not streaming with Thin Translucency

UE - Rendering Architecture - Aug 24, 2022

When using a virtual texture sampler for a thin translucent material, and that material occludes other objects that sample virtual textures, the occluded objects don't stream their VT. ...

StaticMeshComponent occasionally doesn't simulate physics after SpawActor.

UE - Simulation - Physics - Aug 23, 2022

When spawning Pawns with a StaticMeshComponent with SimulatePhyscis=True, they occasionally may not simulate physics. This can be reproduced by simply repeating the respawn. The frequency of reprodu ...

Retainer Box does not propagate Visibility settings to children

UE - Editor - UI Systems - UMG - Aug 22, 2022

This is not a regression. Tested in //UE4/Release-4.27 CL18319896 Retainer Box does not propagate Visibility settings to children. Setting Canvas visibility to 'Not Hit-Testable (Self & All Childre ...

[AI] Pawns loaded from a Data Layer do not auto-register as sources with the Perception System.

UE - AI - Perception - Aug 22, 2022

A licensee has reported that Pawns that are loaded via a runtime Data Layer are unable to be perceived automatically by Pawns that are not part of a runtime data layer. However, data layer Pawns can ...

PNG file import does not read R values correctly

UE - Texture - Aug 22, 2022

Looking at each value of the texture, it seems that the import of the R value is incorrect. PNG:[Link Removed] TGA:[Link Removed] ...

Motion Matching - PoseSearchDatabaseAsyncCacheTask::CreateKey is nondeterministic

UE - Anim - Gameplay - Aug 19, 2022

This is caused by use of MakeMemoryView on arrays of structures in PoseSearchFeatureChannels.cpp. Need a proper serialization path for hash key gen here. ...

CompileAllBlueprints crashing on blueprint function with a delegate input.

UE - Gameplay - Blueprint Compiler - Aug 19, 2022

In some scenarios, FPropertyDelegate::SignatureFunction can point to freed memory after a garbage collection run. This appears to be more common when running the CompileAllBlueprints commandlet. ...

Selection of foliage instances broken with nanite

UE - Graphics Features - Nanite - Aug 19, 2022

The selection of individual instances of a foliage HISM is broken, so that the instance is correctly outlined but the gizmo is placed over a different instance. If we delete the selected instance it ...

Gameplay ability blueprints cannot be debugged in multiplayer

UE - Gameplay - Gameplay Ability System - Aug 19, 2022

The object filter in the blueprint debugger can be used to filter breakpoints to a specific instance of an object. This is important for multiplayer because there will be multiple versions of the sa ...