[AI] Navmesh edge missing for polygon in tile

UE - AI - Navigation - Mar 11, 2024

User is reporting a bug where there are cases that a polygon in a navmesh tile will not generate an edge. This seems to be where only part of the polygon side would be part of the edge, but the rest ...

Playing two instances of the same level sequence with an audio track will not work as expected.

UE - Anim - Sequencer - Mar 11, 2024

Two instances of the same level sequence playing audio will cause the audio to stop playing. ...

Disabling internal audio to use external audio system shows "Audio Device Manager Initialization Failed!" warning

UE - Audio - Mar 11, 2024

In addition, we can find  "Main audio device could not be initialized. Please check the value for AudioDeviceModuleName and AudioMixerModuleName in [Platform]Engine.ini." log message in the engine. ...

CharacterMovementComponent: simulated proxy can go into falling due to linear velocity quantization when using custom gravity

UE - Gameplay - Components - Mar 8, 2024

The character movement component in  void UCharacterMovementComponent::SimulateMovement(float DeltaSeconds) evaluates whether to find the floor when simulating the movement of the simulated proxy ...

Deprecated blueprint variable fixups may fail depending on loading order

UE - Gameplay - 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 ...

UE does not prompt a User for Login when Perforce has OIDC (URL) setup

UE - Editor - Workflow Systems - Mar 7, 2024

UDN Case #: 01130491 From UDN: Our Perforce is using Company internal OIDC for authentication. This is an example when login/logout from command line, that when attempting to login, internet brows ...

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) ...

Enhanced Input Action Key Remapping maps old mapping over incoming mapping in an unintuitive way

UE - Gameplay - Input - Mar 7, 2024

On EnhancedInputSubsystemInterface.cpp:1040, RebuildControlMappings has a check to preserve mappings for identical action key maps. In most cases, this appears to work correctly; however, in the cas ...

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 ...