CA_VALID_POINTER and CA_CHECK_RETVAL static analysis annotations broken

UE - CoreTech - Oct 13, 2023

We had some code using the CA_VALID_POINTER and CA_CHECK_RETVAL annotations which had been working fine up until the 5.3 engine release. In 5.3, we started getting the following compile errors in a ...

Montage Editor calls NotifyEnds of AnimNotifyState even when paused

UE - Anim - Gameplay - Oct 13, 2023

In the Animation Montage Editor, NotifyEnd is unexpectedly called when a time marker is in the middle of an AnimNotifyState and the animation preview gets paused. Because the Animation Montage Edito ...

MediaPlayer failed to be open on Mac and IOS

UE - Platform - Apple - Oct 9, 2023

[MetaSounds][Audio Bus] - MetaSound Sources using Audio Bus nodes spam underruns when Audio Mixer Sample Rate is less or greater than 48kHz

UE - Audio - Audio Bus - Oct 5, 2023

Setting the Audio Mixer Sample Rate to 32000kHz causes underrun spam in audio bus reader and writer nodes and sounds to playback jittery. Tested with 24kHz and 32kHz. Does not repro in //Fortnite/R ...

Feature request: named pak files/chunks

UE - Foundation - Data Pipeline - Cooker - Oct 5, 2023

Priority note: 3 licensees requested so far Fortnite and some licensees have requested this feature, but it is a nice to have and has not yet been high enough priority to implement. Many teams rel ...

Chaos Vehicle wheel output data does not include the wheel forces

UE - Simulation - Physics - Oct 5, 2023

This is more of a feature request than a bug. From a UDN customer. The output from the simulation to the game thread does not include the force that has been applied at each wheel. It would be pref ...

Add an easy way to change Data Layer(s) on an existing Landscape.

UE - World Creation - Worldbuilding Tools - World Partition - Oct 3, 2023

Since Landscape actors are created by the PartitionActorSubsystem, it is currently not allowed to manually change the DataLayers of existing Landscape Actors. We need to provide a Tool to allow cha ...

ResetToDefault() incorrect behavior with multiple components selected with different defaults

UE - Gameplay - Blueprint Editor - Oct 2, 2023

In the blueprint editor when selecting multiple components and resetting a property that exists on both components to its default value, when the components had different default values the editor r ...

LLM PlatformProcessMemory calculation ignores VRAM, and its calculation of how much memory is used by the process is too low

UE - Foundation - Sep 29, 2023

FLowLevelMemTracker::TickInternal() the ELLMTag::Total (and therefore ELLMTag::Untracked) memory amounts are calculated based only on the result of FPlatformMemory::GetStats(), which on the Windows ...

Properties not serialized when moving actor/component depending on unrelated specifiers

UE - Gameplay - Blueprint - Sep 25, 2023

When an actor is moved on the level editor viewport, it is reconstructed along with its components, which at first makes their properties reset to their default state. Thankfully, this does not happ ...