PriortizeCategories doesn't work with sub categories

UE - Editor - UI Systems - Feb 20, 2024

See UDN: [Link Removed] ...

Cumulative Patching does not work with Pak signing

UE - Foundation - Feb 20, 2024

Cumulative patching is implemented by copying the generated pak files during staging of the base and each patch to the Releases directory. When creating a patch, all of the pak files from the releas ...

Blueprint "Diff Against Depot": Restoring an instanced object results in reference to the object in the temporary diff asset

UE - Framework - Blueprint - Feb 19, 2024

When diffing a blueprint against depot via the Content Browser context menu action "Revision Control > Diff Against Depot", restoring an instanced object property from the depot version results in t ...

StreamableManager completion callback can happen after being canceled in same frame

UE - CoreTech - Feb 16, 2024

FStreamableHandle (used as part of the FStreamableManager system) has a CancelHandle function that stops it from calling any completion callbacks related to that handle (it could cancel the load req ...

MoviePlayer loading screen with FLoadingScreenAttributes::bAllowEngineTick results in high DeltaSeconds tick post-playback

UE - Framework - Feb 16, 2024

IGameMoviePlayer playback of a movie during loading screen lets you set bAllowEngineTick  = true as a parameter. This will make FDefaultGameMoviePlayer manually tick the engine: if (GEngine && bAll ...

Cursor input does not work properly in exclusive fullscreen mode on a secondary monitor

UE - Editor - UI Systems - Slate - Feb 14, 2024

Input doesn't seem to work properly when using exclusive fullscreen mode on some monitor other than the primary monitor. This is similar to other issues we've seen in the past with the cursor being ...

Niagara user parameters out of sync between the Sequencer and the Details panel

UE - Niagara - Cinematics - Feb 13, 2024

User Parameters on Niagara actors do not sync in the details panel when animated with Sequencer. Scrubbing in sequencer does not update the details panel. ...

Networked Root Motion Sources can experience desynchronisation that is not present in animation root motion under forced adjustment

UE - Gameplay - Player Movement - Feb 13, 2024

In a networked environment with high packet loss (or high forced adjustment factor), motion applied using Root Motion Sources can desynchronise under conditions that animation root motion does not. ...