Frame Times in section structs are not converted with changing the sequence's tick interval.

UE - Anim - Sequencer - Jul 23, 2021

When changing the tick interval of the sequence, frame values stored on structs are not converted.  ...

Datasmith gltf importer does not read framerate from the file

UE - Editor - Content Pipeline - Datasmith - Importer - Jul 23, 2021

I'm importing glb or gltf files via the data prep tools but I can't find an option to set the animation fps. It defaults to 30 fps. (it doesn't matter which fps my exported animation has) Is there ...

ARCore: Handheld AR Template doesn't handle background/resume correctly

UE - Platform - XR - Jul 23, 2021

When the new template gets backgrounded and resumed, the app might not be fully functional at resume time. Sometimes the plane detection doesn't work. Sometimes the camera goes down. It's not very ...

Using PC_Enum instead of PC_Byte with CreatePin results in incorrect pin

UE - Gameplay - Blueprint Editor - Jul 23, 2021

This is a bug that can make it confusing for users (and internal devs) to make custom nodes related to enums.  This is occuring because the PC_Enum type was added after the original PC_Byte but  ...

High GPU usage in UE5 in comparison to UE4

UE - Graphics Features - Jul 23, 2021

It seems that GPU usage in UE5 has dramatically increased in comparison to 4.26. A simple First Person Template with a Landscape created with default settings and a few hills sculpted onto it, cause ...

USD Material variant selection is not reflected on mesh

UE - Editor - Content Pipeline - Datasmith - Importer - Jul 22, 2021

The material is expected to change from red to green. ...

Rendering from the Movie Render Queue at runtime while using the current level will fail, even when the levels match

UE - Anim - Sequencer - Jul 22, 2021

When Use Current Level is true, the MRQ tries to validate that the maps are the same, but this will fail when the maps actually do match.  The Use Current Level flag should allow the render to cont ...

Android API 30 LaunchURL Not Working

UE - Platform - Mobile - Jul 22, 2021

The LaunchURL blueprint node is not functioning when using non-default browsers in API level 30 on Android Devices. Another licensee reports that the default browser may not be relevant, as any brow ...

When Mobile Deferred Shading, the DBuffer Decal is affected by metallic value

UE - Platform - Mobile - Jul 22, 2021

Use Deferred Shading (r.Mobile.ShadingPath=1) Enable DBuffer Decal All Lights’s mobility is Static Decal Material settings : Material Domain - Deferred DecalBlend Mode - TranslucentDecal Blend Mo ...

Translucent materials appear in all stencil layers when rendered in the Movie Render Queue

UE - Anim - Sequencer - MRQ - Jul 22, 2021

No matter how many passes there are translucent objects will appear in all of them. A notable case is particles, as their materials are often translucent. Using masked materials is a possible workar ...