Physical Material Mask does not return the correct value

UE - Rendering Architecture - Materials - Feb 26, 2024

Classes in TargetDenyList modules are still referenced from Components on BlueprintGeneratedClasses and cause runtime warnings

UE - Foundation - Feb 25, 2024

Other than the presence of the error and the performance cost of looking for a package on disk that does not exist, there are no behavioral problems. When running with legacy (non-iostore) pakfiles ...

Placing a section at the end of montage is not properly handled

UE - Anim - Gameplay - Feb 24, 2024

Placing a  section at the very end of a montage with no duration or animation assigned after it is not properly handled.  Normally sections with 0 length are skipped and search continues since they ...

Windows Metal Shader Compiler creates invalid shaders for iOS

UE - Platform - Apple - Feb 23, 2024

When installed app is started on device, log will say there's missing or invalid metal shaders ...

Gameplay Ability System Attribute Modifiers with a duration (including infinite) do not respect tag requirements

UE - Gameplay - Gameplay Ability System - Feb 21, 2024

When using infinite or duration-based effects, required and ignored tags will have no effect on attribute modifiers. This appears to be caused by OnAttributeAggregatorDirty (GameplayEffect.cpp:2917) ...

Auto Exposure Compensation Curve issue when switching from Manual to Histogram

UE - Rendering Architecture - Feb 21, 2024

When switching the Camera's Exposure Metering Mode from Manual toHistogram, the exposure level resets and takes time to settle. The Licensee has a proposed code change that would fix this issue. Als ...

Auto Exposure Compensation Curve issue when switching from Histogram to Manual

UE - Rendering Architecture - Feb 21, 2024

When switching the Camera's Exposure Metering Mode from Histogram to Manual, there is a single-frame flash. The Licensee has a proposed code change that would fix this issue. Also found in 5.4, CL 3 ...

Copied Actors in World Partition Levels Maintain References to Actors They Are Copied From

UE - World Creation - Worldbuilding Tools - World Partition - Feb 19, 2024

When an Actor is duplicated in the editor inside a world partition level it maintains references to the Actor it is a copy of. This can cascade, i.e. Actor C, which is a copy of Actor B which is a c ...

MustBeMappedGUID errors after several seamless travels

UE - Networking - Feb 19, 2024

This seems to be the same issue as was reported in [Link Removed], as enabling net.ResetAckStatePostSeamlessTravel resolves the issue. However, it was recently reported that disabling net.FilterGuid ...

StreamableManager completion callback can happen after being canceled in same frame

UE - CoreTech - Feb 16, 2024

FStreamableHandle (used as part of the FStreamableManager system) has a CancelHandle function that stops it from calling any completion callbacks related to that handle (it could cancel the load req ...