CharacterMovementComponent - Jump incorrectly simulated when moving against a wall, resulting in an apex height lower than expected and framerate-dependent

UE - Gameplay - Player Movement - Jun 17, 2024

The CharacterMovementComponent simulates the position of a jumping/falling character inside function UCharacterMovementComponent::PhysFalling() [CharacterMovementComponent.cpp:4381]. On the main cod ...

TAttributeContainer::CopyFrom crashes when container contains invalid bone indices for active mesh

UE - Anim - Runtime - Jun 16, 2024

Currently there's no validation within the animation attribute container that bone ids are valid.  This means that client/game code can add attributes with invalid bone ids into the container and th ...

Distant mesh / vista have visible Lumen bounces

UE - Rendering Architecture - Jun 15, 2024

Objects far outside of the Lumen Scene don't temporally accumulate screen traces, leading to heavy flickering. It appears that the temporal reprojection is failing when comparing the depth in "Scree ...

Dependent values of CVars for animation budget allocator are not correctly updated when setting from ini

UE - Anim - Runtime - Jun 14, 2024

It seems that the FConsoleVariableDelegate used with CVars in AnimationBudgetAllocatorCVars.cpp does not get called when values get set initially from ini (e.g. DefaultEngine.ini) so dependent value ...

Deploy device not saved in Project Launcher

UE - Editor - Jun 13, 2024

The deploy device selected in project launcher custom profile does not get saved. After restarting the editor, all selections are cleared, and have to be re-selected in the deploy device every time. ...

AlwaysTickPose is prone to double firing notifies in a dedicated server setup.

UE - Anim - Gameplay - Jun 11, 2024

See UDN for more info: https://udn.unrealengine.com/s/question/0D5QP00000MfU8l0AF/uanimnotifynotify-is-called-twice-for-the-same-notify-on-server-in-a-multiplayer-game ...

Inconsistent behavior with data layers and attached actors

UE - World Creation - Worldbuilding Tools - Data Layers - Jun 10, 2024

[VariantManager] Over exposure when using image from file as thumbnail

UE - Editor - Content Pipeline - Variants - Jun 10, 2024

This is a sRGB color space issue. Potential solution: Use regular texture import instead of FImageUtils::ImportFileAsTexture2D in ThumbnailGenerator::GenerateThumbnailFromFile ...