Validity of a workaround for an issue with MobileRenderer where RecieveShadow can't be rendered properly

UE - Platform - Mobile - Nov 11, 2024

Dynamic instancing is likely causing an issue where meshes that need shadows are getting combined with meshes that do not need shadows causing missing shadows. Tests were done with CSMs. Reproducti ...

Iris - Non-replicated properties of FInstancedStruct reset after replication

UE - Networking - Iris - Nov 8, 2024

This issue only occurs with Iris enabled. ...

[StateTree] Reentering current state immediately after exiting does not reset variables on tasks with "Should State Change on Reselect"

UE - AI - StateTree - Nov 7, 2024

Context State Tree Tasks have a configurable default value 'Should State Change on Reselect' which controls whether the task receives a EnterState/ExitState if completion of the current state is fo ...

[Interchange] Bone name space are replace with underscore, legacy fbx rename with dash

UE - Editor - Content Pipeline - Import and Export - Nov 6, 2024

This bug is critical since it can broke bone name reference between [animations, physics asset, curves, ...] and skeletal mesh bone name ...

ISM + WPO = broken motion vectors?

UE - Graphics Features - Nov 5, 2024

Instanced Static Meshes will have incorrect velocity if a Material uses World Position Offset. Fixed WPO in a material causes significant velocity on the ISM. This was also replicated in //UE5/Rele ...

Recast rcScopedDelete<T>::resizeGrow copies too many elements

UE - AI - Navigation - Nov 5, 2024

Context The Recast module has a helper struct rcScopedDelete for allocating, resizing and automatically freeing the allocated memory when the struct goes out of scope. Its allocation functions can ...

If pasting a section causes an overlap, don't allow it if the track doesn't allow overlapping sections

UE - Anim - Sequencer - Nov 4, 2024

Binding lifetime sections aren't meant to overlap, but duplicating one, or pasting one can cause them to overlap, triggering an ensure. Duplication and copying and pasting are typical actions, so th ...

Light Function and World Position in 5.4

UE - Graphics Features - Nov 4, 2024

When rendering a Light Function into the Translucency Lighting Volume, the World Position Material Expression returns the position relative to the Camera (unrotated), not the World. This can be mor ...

Navigation: Exiting game while async nav building tasks are running can cause null pointer access of OctreeController.NavOctree from worker thread

UE - AI - Navigation - Nov 1, 2024

Context Projects can turn on the project setting bDoFullyAsyncNavDataGathering to execute navigation mesh building tasks on worker threads. Some of these tasks will access the NavOctree, whose life ...

Hair Material's Tangents input has no effect in PathTracing

UE - Graphics Features - Path Tracer - Nov 1, 2024

Expectation: Tangent should work on Hair Material ...