Decals Normal only + Material Attributes

UE - Graphics Features - Mar 24, 2023

This does not just work with BaseColor, you can affect any of the outputs by connecting something to a disconnected CreateMaterialAttributes. ...

Crashes when playing Slomo on NiagaraSystem with Solo and DesiredAge.

UE - Niagara - Mar 23, 2023

When Slomo 2 is used to speed up the process, TicksToProcess is greater than 1, which means that ManualTick is called several times during one loop.  When playback is completed by a ManualTick in t ...

Add support for referencing non-spatially loaded actors without clustering them together.

UE - World Creation - Worldbuilding Tools - Mar 23, 2023

The engine doesn't allow cross-level references as it assumes a referenced object is immediately available which we guarantee by placing any reference clusters into the same cells. This means the be ...

Single Property View Crashes when Set to Rotator

UE - Editor - UI Systems - UMG - Mar 23, 2023

Whenever a Single Property View is set to show a Rotator property, the editor will crash. ...

Pink lighting artifacting on Mac

UE - Graphics Features - Lumen - Mar 23, 2023

There are pink lighting spots around the level when opening ContentExamples on Mac. Lighting starts out more intense but fades as the level loads in. Also occurs in new FirstPersonBlueprint templat ...

ApplyRootMotion**** ability tasks broadcast completion events before calling EndTask

UE - Gameplay - Gameplay Ability System - Mar 22, 2023

Several ability tasks used to apply root motion sources on Characters have ordering problems between on-completion style events and ::EndTask / OnDestroy. UAbilityTask_ApplyRootMotionMoveToForce is ...

Missing UAnimInstance::Montage_GetEndDelegate()

UE - Anim - Gameplay - Mar 22, 2023

We have a delegate for Montage_GetBlendingOutDelegate, but not one for OnMontageEnded.  Source UDN: [Link Removed] ...

HighResScreenshot crashes in windows packaged exe

UE - Rendering Architecture - Mar 22, 2023

FHighResScreenShotConfig::Init() sets the materials only in the Editor, due to a #if WITH_EDITOR block. However, the FViewport class exposes the TakeHighResScreenShot to non-editor builds as well, l ...