UserSceneTexture Post Process Material Renders Incorrectly When ScreenPercentage is Below 100

UE - Graphics Features - Dec 17, 2024

When using a UserSceneTexture in a post-process material, a visible rendering issue occurs if the viewport's ScreenPercentage is set to below 100. This issue looks like it might stem from an incorre ...

Use actor factory for creating volumes through GeometryScript CreateNewVolumeFromMesh

UE - Content Tools - Modeling Tools - GeometryScripting - Dec 16, 2024

Linked graphs that are linked via post process anim bp BeginPlay can be lost on reinitialization of anim instance

UE - Anim - Runtime - Anim Blueprints - Dec 16, 2024

Certain codepaths in USkeletalMeshComponent::InitializeAnimScriptInstance can cause linked anim graphs that are running in Post Process anim bps to be unlinked.  The problem only occurs when the lin ...

The CompileAllBlueprintsCommandlet does not list the BPs contained in UWorlds

UE - Gameplay - Blueprint - Dec 16, 2024

hThe use case of the licensee is that he used FindInBlueprints inside the Editor to find a particular text contained in BPs and later used that listing to recompile the BPs using the CompileAllBluep ...

Using Depth of Field when "r.PostProcessing.PropagateAlpha" is enabled causes halo effect on higher scalability modes and resolution

UE - Graphics Features - Dec 16, 2024

There is a haloing effect when depth of field is used while post processing also has propagate alpha enabled at higher scalability levels. The effect becomes more obvious as the resolution of the vi ...

iPadOS AR App Crashes when ARKit's "Use Scene Depth for Occlusion" is Enabled

UE - Platform - XR - Dec 13, 2024

Does not crash in 5.4 on same hardware so looks like a regression. Attached Unreal logs indicate source of critical error: 'FARKitCameraOverlayMobilePS' shader uniform expression set mismatched sh ...

Foliage unbuilt instances have incorrect LOD

UE - World Creation - Worldbuilding Tools - Foliage - Dec 13, 2024

From licensee: Foliage instances are not drawn correctly/the wrong LOD is selected while painting in FoliageMode. This is more apparent when setting InstanceSettings>CullDistance>Max to a value != ...

Can't get accurate Anim Notify State elapsed duration while in a montage.

UE - Anim - Gameplay - Dec 13, 2024

When GetCurrentAnimationNotifyStateTimeRatio is used inside of a montage it can return the wrong time ratio in certain cases. ...

Mover flying mode rotation changes may be incorrect with roll involved

UE - Gameplay - Player Movement - Mover - Dec 11, 2024

A licensee has reported that Mover's method of adding rotators together may produce different results than quaternion multiplication - for example in Flying mode when roll is involved. We will inve ...

Contact shadows bug in splitscreen

UE - Graphics Features - Dec 11, 2024

Screen Space shadows do not check the view boundary. This can cause extra shadows in split screen, as one view can cast shadows in another view. ...