In the Anim Sequence Editor set a Notify's MontageTickType to be fixed to BranchingPoint if that Notify is a Native Branching Point

UE - Anim - Gameplay - Jun 30, 2023

To avoid confusing users when working with a Native Branching Point Notify set its MontageTickType to be fixed to BranchingPoint.  ...

SceneQuery: UWorld::SweepSingleByChannel doesn't return BoneName on skeletal meshes with per-poly collision enabled

UE - Simulation - Core - Jun 28, 2023

Scene queries when encountering skeletal meshes with per-poly collision enabled do not return a bone name in the HitResult. Returning the BoneName always or having it as an option via FCollisionQuer ...

OnObjectPropertyChanged Firing Excessively when FText is Bulk Edited

UE - Editor - Jun 28, 2023

If multiple game objects are selected at once and their text field is edited, instead of getting N events, it produces N-squared events. It looks like FPropertyHandleBase::SetPerObjectValue is call ...

Added Scene Components are Missing Billboard Nodes

UE - Framework - Components - Jun 22, 2023

Newly added scene components to blueprints will have no billboard sprites, and thus cause the actor to be invisible in the editor unless other visible components are added. They exist on the default ...

Reset to default behavior for arrays is inconsistent about updating customized struct headers

UE - Editor - Workflow Systems - Jun 22, 2023

The behavior for resetting the default for customized struct properties is inconsistent and needs to be reviewed and fixed. Currently we see this behavior:In non-array properties, the header will be ...

Keep Simulation Changes Applies to Incorrect Actor with Sublevels

UE - Editor - Workflow Systems - Jun 21, 2023

When setting properties and saving simulation changes, EditorUtilities::GetEditorWorldCounterpartActor and EditorUtilities:GetSimWorldCounterpartActor functions seem to get the wrong actor. Actors i ...

LinkedAnimGraph of AnimBP is not applied to the character to which ForceCustomMode is applied in the sequencer after the sequencer playback is completed

UE - Anim - Anim in Engine - Jun 16, 2023

LinkedAnimGraph is not restored at the end of an AnimationSection with ForceCustomMode enabled. There is a problem with the order in which custom mode ends and anim instances are restored, and Linke ...

SplineComponent - setting roll affects tangents

UE - Framework - Components - Jun 12, 2023

Licensee reports issue with setting roll on a spline component control point. ...

Expose atlas parameter to CurveAtlasRowParameter node as well

UE - Rendering Architecture - Materials - Jun 12, 2023

This has been spotted and notified by a UDN user through case [Link Removed] The CurveAtlasRowParameter node exposes the Curve parameter to be overridden in derived Material Instances but not the A ...

Translucent mesh dissapears when using masked shadows

UE - Graphics Features - Shadows - Jun 7, 2023

This bug appears to be related to pass filtering. To observe correct behavior. In Project Settings->Rendering->Optimizations, set “Early Z-pass” to “Decide Automatically”, and disable “Mask materia ...