Python crash the engine at exit.

UE - Editor - Workflow Systems - Oct 25, 2022

A UDN reported various crashes at exit in the embedded Python library. I was able to repro the issue in Release-5.1 and trace it back at the point where python runs its garbage collection in Py_Fina ...

Implement Custom Depth writes for ULineBatchComponent

UE - Graphics Features - Oct 24, 2022

FLineBatcherSceneProxy doesn't implement the custom depth in its GetViewRelevance function.  Something like Result.bRenderCustomDepth = ShouldRenderCustomDepth(); is missing in that function. ...

Incorrect mesh offset behavior when playing a forward start after following "Adapting Lyra animation to your UE5 game"

UE - Anim - Gameplay - Oct 13, 2022

See the answer in the UDN: [Link Removed] We may want to update the blog post with a suggested fix, or wait until the automatic root offset tech is production ready. ...

Some parameters tooltip descriptions are missing

UE - Rendering Architecture - Materials - Oct 13, 2022

The user is shown an "default" tool tip message when hovering the mouse over material parameters. ...

Hide Categories in a blueprint will not affect categories in inline components

UE - Editor - Workflow Systems - Oct 12, 2022

This occurs because ObjectPropertyNode.h will only check if a category is hidden for it and its subclasses. It should also be checking the parent's categories if it's an edit inline component. ...

Non-deterministic cook due to UModel::LightingGuid

UE - Graphics Features - Oct 6, 2022

The -DiffOnly cook mode shows that the LightingGuid seems to change every cook. In Lyra, there seems to be 48 such assets that change every cook due to this. ...

AdvanceTimeByDistanceMatching doesn't respect PlayRateClamp when DistanceTraveled is 0

UE - Anim - Gameplay - Oct 6, 2022

UDN link: [Link Removed] ...

Reliable Multicast RPC may be called before BeginPlay for character on client

UE - Networking - Sep 28, 2022

Related to [Link Removed], where calling a multicast RPC in BeginPlay results in the character being spawned on the client with the incorrect role/initial property data. One thing to note: this does ...

[AI] Navigation memory set in NavMeshMemory::ForAnyElementType::ResizeAllocation shows as Untagged in LLM instead of being under Navigation.

UE - AI - Navigation - Sep 27, 2022

Licensee found that memory being allocated during a resize in NavMeshMemory is not being tagged within LLM as NavigationMemory but show in LLM as Untagged memory. They do not have a callstack showca ...

When the default values of Instanced variables are changed in Blueprint, the variables of actors on the level don't follow the default values

UE - Framework - Blueprint Runtime - Sep 20, 2022

When the default value of an Instanced variable defined in C++ is changed, it is not reflected in the default value of an Actor placed on a Level. In the reproduction procedure, when the default v ...