Movie Scene Capture - DX12 Render Artifacts and Delay

UE - Rendering Architecture - RHI - Jun 19, 2023

If using the Legacy renderer (Movie Scene Capture) with DefaultRHI DirectX12, there's new delay and also some frames get weird artifacts.   However, the delay and artifacts do not appear when using ...

Gameplay effect modifier tag requirements are not checked for Instant/periodic effects

UE - Gameplay - Gameplay Ability System - Jun 19, 2023

When creating a GameplayEffect, modifiers can tag requirements for the Source and Target tags. For Duration gameplay effects, these tag requirements are checked from FAggregatorMod::UpdateQualifies ...

Spawn and Register Tab and Get ID Produces Unbounded Length IDs

UE - Editor - UI Systems - Jun 18, 2023

Spawning Editor Utility Widgets via Spawn and Register Tab and Get ID inside another widget creates unbounded length IDs that get progressively longer with each subsequent spawn, as the ID is append ...

"stat llmassets" console command not recognised

UE - Foundation - Core - Jun 16, 2023

I am trying to use "stat llmassets" but it is not recognising the command. I have enabled LLM_ALLOW_ASSETS_TAGS and added -llmtagsets=assets to the commandline along with -llm, is there anything els ...

GeometryCollection with StripOnCook and without EnableNanite causes a crash in cooked game

UE - Simulation - Physics - Destruction - Jun 16, 2023

The Strip on Cook option seems to strip even necessary data. ...

Sequencer: Changing a data layer track to KeepState hits ensure(Aggregate) in animated state storage

UE - Anim - Sequencer - Jun 16, 2023

Ensure condition fires as described in reproduction steps when using a Data Layer track in Sequencer with 'Keep State'. ...

Performance decreases with the number of morph targets

UE - Anim - Rigging - Jun 15, 2023

Performance decreases quite a bit on characters with large number of morph targets, as soon as even one target is active.  ...

Duplicating functions doesn't reset the GUIDs of local variables.

UE - Gameplay - Jun 15, 2023

This is actually a bug with function duplication via UEdGraphSchema_K2::DuplicateGraph. After a function graph is duplicated, the function entry node still retains the same GUIDs for its local vari ...

Emissive map texture is not set to material when building Approximate Mesh from HLOD Outliner

UE - World Creation - Worldbuilding Tools - HLOD - Jun 14, 2023

Emissive textures seem to be set correctly in the case of building HLOD in the world partition. However, licensees who do not use World partition seem to build HLOD with HLOD Outliner. [Image Remov ...