Result pin of Cast Node of ControlRig can not break

UE - Anim - Rigging - Control Rig - Jul 26, 2023

In UE5.1, the Result pin of the ControlRig cast node could be broken, but it cannot be broken from UE5.2. ...

[Device Swap] - Assertion failed: AudioStreamInfo.StreamState == EAudioOutputStreamState::Closed [File:D:\build\++UE5\Sync\Engine\Source\Runtime\AudioMixerCore\Private\AudioMixer.cpp]

UE - Audio - Jul 25, 2023

Issue has been seen a couple times internally and closed as No Longer occurring. Looking at Crash Reporter, issue has been seen live a number of times. Looking at user logs, occurs after:LogAudioMi ...

When creating a new NiagaraSystem using existing system, the DefaultEffectType set in ProjectSettings is not reflected.

UE - Niagara - Jul 24, 2023

When creating a new NiagaraSystem, the DefaultEffectType set in ProjectSettings should be reflected. If another EffectType is already set, it should be respected. The problem here is that when creat ...

Niagara and Water Source Body Component

UE - Niagara - Jul 19, 2023

This has changed from 4.27 and the Deep Dive video on water: [Link Removed] ...

Reproducible softlock on iOS

UE - Platform - Apple - Jul 18, 2023

After performing the repro steps, screen will softlock unless you perform the "slide from 3 to 4, then back to 3" steps.  Appears to be an iOS system bug, but see if we can find a workaround. ...

Navmesh does not update according to the volume, when an actor with a navigation volume tied to a parent is moved.

UE - AI - Navigation - Jul 14, 2023

When a NavmeshBoundsVolume or NavModifierVolume is parented to another actor in the outliner, navmesh is not updated along the volume when the parent actor is moved. If the volume is deleted and the ...

[AI] Editor crashes when editing values of an FInstancedStruct's TArray inside of a BP

UE - AI - Jun 30, 2023

While using a custom struct that contains a TArray member variable with FInstancedStruct, you cannot edit it in the editor without a crash. Other structs and types work as expected even if they deri ...

Odd behavior in Lyra when a key is down and focus is received back on the player from UI with gamepad buttons

UE - Gameplay - Input - Jun 29, 2023

This is only happening with gamepad buttons it appears. This is likely not Lyra specific, but has something to do with how the state of gamepad keys are being evaluated. I think that it may be becau ...

Crash when enabling dynamic branch on static switches in Post Process Materials

UE - Rendering Architecture - Materials - Jun 28, 2023

[Link Removed] Some functions to access parameters don't take into account the newly added runtime static switch parameters. It should be straightforward to fix these up: void UMaterialInstance:: ...

ProxyLOD - Properly handle meshes with empty sections

UE - World Creation - Worldbuilding Tools - Merge Actor - Jun 28, 2023

Some parts of the proxy mesh generation does not correctly handle empty sections. FMeshMergeHelpers::ExtractSections() will remove empty section, but some other parts of the process will not, which ...