Widget Components Add Thin Black Outlines to Images

UE - Editor - UI Systems - Dec 13, 2019

When a slate element that uses a png with a transparency the edges have a black outline. When the Widget3DPassThrough material is applied to the widget the effect is lessened, but is the outline sti ...

USpringArmComponent::UpdateDesiredArmLocation does not update overlaps

UE - Simulation - Physics - Dec 20, 2019

Objects attached to a spring arm component, moved by changes to the target length/rotation, do not have their overlaps updated. USpringArmComponent::UpdateDesiredArmLocation calls USceneComponent ...

Digital Human Eyes Don't Look Correct With Ray Tracing Translucency Enabled

UE - Graphics Features - Lumen - Jan 27, 2020

The eyes in the Digital Human demo don't look correct with Ray Tracing Translucency enabled in the post process volume. Found in 4.24.1 CL#10757647 Reproduced in 4.23.1 CL#9631420, 4.25 Main CL#111 ...

NavModifierVolume's FailsafeExtent is applied to the wrong area

UE - AI - Apr 16, 2020

The FailsafeArea of NavModifierVolume is generated at a different location from the center of the actor when it rotated. This means that the effect of rotation is incorrect. (see attached file) W ...

MoviePipeline skipped frames using Temporal Subsampling + Time Dilation

UE - Anim - Sequencer - Jun 30, 2020

The frame appears to be getting skipped entirely, but the timing for the frames on either side of them is correct, ie: if frame 10 is skipped, frame 9 and 11 still match the working case, so the ove ...

Crash in MaterialInstance when deleting a layer

UE - Graphics Features - May 4, 2021

Repro from licensee here - [Link Removed] ...

Deleting transform track can fail to restore state

UE - Anim - Sequencer - Jun 24, 2021

Deleting the transform track for an actor that does not have a transform track by default can fail to restore state if there are no keys.  ...

If Material is not overridden, Material will not be exported correctly.

UE - Editor - Content Pipeline - Datasmith - Exporters - Aug 4, 2021

This is because FFbxExporter::ExportStaticMeshToFbx() does not correctly determine the OverrideMaterials.  Therefore, the following code will not pass.else { Material = StaticMesh->GetMaterial(P ...