On NM_Client, GameplayDebugger defaults to green smiley for NPCs implying running BehaviorTree while AI info is unknown

UE - AI - Debugging - Mar 12, 2024

Context GameplayDebugger (Press ` in-game) displays a green smiley (AICON-Green) for AIControlled pawns that are running a BehaviorTree and a red angry face (AICON-Red) otherwise. If the AIControll ...

[Stream Cache][Assert] - UnrealEditor_Engine!FCachedAudioStreamingManager::RemoveReferenceToChunk() [AudioStreamingCache.cpp:701]

UE - Audio - Stream Caching - Mar 12, 2024

Found while messing around with a revamp of some of the Audio Stream cache tests. The map in this test is a WIP as I'm still just trying stuff out, but hit this assert 5/5 times.Assertion failed: Fo ...

Deprecated blueprint variable fixups may fail depending on loading order

UE - Framework - Blueprint - Mar 7, 2024

There is currently no simple way to do a deprecated variable fixup on native variables that are set by a blueprint class. For a simple variable rename, CoreRedirects can be used and will work proper ...

Water reflections and GI flicker in 5.4 and 5.3 (fine in 5.2)

UE - Graphics Features - Mar 7, 2024

Since 5.3 customers have been reporting flicker with water surfaces, demonstrating that in 5.2 this flicker is not present. [Link Removed] ...

GeometryCollection clustered by ClusteredGroupIndex does not respect child's gravity setup

UE - Simulation - Physics - Mar 7, 2024

Following code works as a workaround void FClusterUnionManager::HandleAddOperation(FClusterUnionIndex ClusterIndex, const TArray<FPBDRigidParticleHandle*>& Particles, bool bReleaseClustersFirst) ...

SAnalogSlider moves slowly when step size is large

UE - Editor - UI Systems - Slate - Mar 6, 2024

SAnalogSlider calculates FastestStepTime by multiplying the step size value by a constant, resulting in high numbers for larger step sizes. This gets lerped from 1 and used as the repeat time, resul ...

External actors don't show soft references in reference viewer

UE - World Creation - Worldbuilding Tools - OFPA - Mar 6, 2024

No warning that soft references will be broken when deleting an actor

UE - World Creation - Worldbuilding Tools - OFPA - Mar 6, 2024

Deleting an actor that has soft references to it will not trigger a message box to confirm the deletion nor provide the list of other actors that reference it unless they are dirty. ...

Cooker: Research and recommend a solution for third-party systems to aggregate data from cooked UObjects

UE - Foundation - Data Pipeline - Cooker - Mar 6, 2024

As with shader compilation, some third-party plugins need to accumulate information about all UObjects cooked in a cook session, and write their data to a database at the end of the cook; the databa ...