D3D12Texture::Lock incorrectly sizes staging buffer when locking block compressed resources

UE - Rendering Architecture - RHI - Oct 23, 2024

D3D12Texture::Lock computes the size of the staging buffer on Line 1541 of D3D12Texture.cpp. This size uses the RowPitch, which for BCn resources encapsulates the size in bytes of a single row of bl ...

Objects animated in Sequencer fail to trigger collisions against stationary characters with character movement components

UE - Gameplay - Player Movement - Oct 22, 2024

When an object, such as a cube, is animated in sequencer and that object's path intersects a stationary character with a character movement component, the object will pass through the character with ...

ChaosCacheManager is not properly recording the state of each particle when toggling Fields and Anchor Fields in the scene.

UE - Simulation - Physics - Destruction - Oct 22, 2024

ChaosCacheManager is not properly recording the state of each particle when toggling Fields and Anchor Fields in the scene. During my investigations I've noticed that ChaosCacheManager does not reco ...

Nanite - Skinned Meshes not working.

UE - Graphics Features - Oct 21, 2024

The Nanite information and views from the Static Mesh Editor are not available to Nanite Skeletal Meshes in the Skeletal Mesh Editor. ...

Unreal Editor can get in an infinite while loop when checking the History of an asset under Perforce.

UE - Editor - Workflow Systems - Oct 21, 2024

Unreal Editor can get in an infinite while loop when the action Asset->Source Control->History is used in a Blueprint Asset. Reportedly, this issue is only encountered when using the Branches featur ...

Object Load order issue in Blueprint Editor

UE - Gameplay - Blueprint Editor - Oct 21, 2024

[Image Removed] change FindObject to StaticLoadObject might fix this issue ...

Blueprints breakpoints in a For-Loop stops execution only once when the blueprint asset is from a project template

UE - Gameplay - Blueprint Runtime - Oct 18, 2024

This issue occurs when placing a breakpoint inside a loop in a blueprint's Event Graph or Function Graph. The breakpoint is only triggered once, even though the loop should continue executing. When ...

GTAO console command minor issues

UE - Graphics Features - Oct 18, 2024

The following ambient occlusion console commands have issues: r.AmbientOcclusion.Compute ? The help text state it only works console but it also works on PC and likely other platforms. r.GTAO.Use ...

Race condition triggers an ensure 'bIsInitialized && Other.bIsInitialized' inside FVisualLogEntry::MoveTo on animation worker thread

UE - AI - Debugging - Oct 18, 2024

A licensee reported occasionally triggers an ensure during automation testing, potentially when the GameThread flushes Visual Logger via FVisualLogger::Flush() and an animation worker thread executi ...

Blueprint "Replace Variable with..." option doesn't show Input Parameters as an option

UE - Gameplay - Blueprint - Oct 18, 2024

This appears to be an oversight with input parameters. UEdGraphSchema_K2::GetReplaceVariableMenu should also search the list of input parameters when finding matching replacements. ...