Incorrect cast in UpdateEarlyZPassModeCVarSinkFunction when Scene is FNULLSceneInterface

UE - Rendering Architecture - Dec 4, 2023

We have various casts across the engine on the scene, which fail to cast when the scene is a null scene. FScene* Scene = (FScene*)(World->Scene); Scene->UpdateEarlyZPassMode(); We shoul ...

Volumetric clouds jitter when in front of geometry

UE - Graphics Features - Nov 30, 2023

Potentially related to [Link Removed], but distinct. ...

When a BPActor containing HISMs is multiplied with a scale, LOD display control doesn't work correctly

UE - Rendering Architecture - Nov 29, 2023

Workaround 1: 1. Change HierarchicalInstancedStaticMesh.cpp in either of the following ways:void{{ FHierarchicalStaticMeshSceneProxy::GetDynamicMeshElements(const TArray<const FSceneView*>& Views, c ...

Some post-processing passes sample outside of the viewport when using scene capture components

UE - Graphics Features - Nov 29, 2023

It looks like the SSAO shader does not clamp its sample space to the half view size for the two inputs "Ambient Occlusion" and "AmbientOcclusionSetup", leading to invalid data entering the edge of f ...

Newly added local variable types are not consistent with prior variable type

UE - Anim - Rigging - Control Rig - Nov 27, 2023

It seems that local variable creation in control rig isn't following the pattern with regular control rig variables (and general blueprint variables) where the last created and/or edited variable ty ...

Static Mesh Only enabled Foliage Actor causes serialization error in packaged game

UE - World Creation - Worldbuilding Tools - Nov 24, 2023

The crash can be worked around by modifying FFoliageISMActor::Serialize as following code : void FFoliageISMActor::Serialize(FArchive& Ar) { #if WITH_EDITORONLY_DATA     if (!Ar.IsCooking()) // ...

Actors unrelated to the changelist being validated cause errors

UE - World Creation - Worldbuilding Tools - World Partition - Nov 22, 2023

When validating a changelist, unrelated errors to the changelist can appear. Here's an example of running the validation on a cl named "temp cl" which just contains a single actor "Cylinder". The A ...

Crash when spawning actor with no viewport initialized

UE - Editor - Workflow Systems - Nov 22, 2023

If an attempt to spawn an actor is made before the Level Editor Viewport is fully initialized (i.e. before it has had a chance to get rendered at least once), and that actor has no specific Factory ...

FPropertySoftPath::Resolve doesn't resolve c-array elements properly

UE - Framework - Nov 20, 2023

a fix was proposed in the UDN but it needs to be tested and revised ...