When creating an asset from an Emitter with a scratch module, changes to the new module will not propagate

Rendering - Niagara - Jun 21, 2021

A scratch module made in an emitter, will not reflect the changes of its new parent when an asset is crated from the emitter. ...

Override Game Mode in Media Render Queue does not work properly

Anim - Sequencer - Jun 21, 2021

This problem behaves differently between Local and Remote Render when Game Mode is set in Override. ...

Static mesh components spawned in the UCS along a spline require lighting to be rebuilt after a map reload.

Gameplay - Components - Jun 17, 2021

Seems to be somehow related to components being instanced in the Construction Script according to a spline. The transforms are slightly off by more than 1.e-2f. They are reconstructed on load with a ...

Gameplay Tag Query - Assert when changing root expression while tag picker is open

Gameplay - Blueprint Editor - Jun 17, 2021

Changing a gameplay tag query's root expression in a make query node will assert if the tag editor widget is open.  ...

Delta struct serialized fast arrays replicating new elements with no changelist

UE - Networking - Jun 14, 2021

There is a scenario where delta struct serialized fast arrays can replicate changes that introduce additional elements to the array, but without changelists containing the new data. This needs furt ...

Color space transform in the UI composition is incorrect on DX12 HDR (r.HDR.UI.CompositeMode=1)

UE - Rendering - Jun 11, 2021

Color space conversion in the UI composition is incorrect on DX12 HDR. In the main() function In CompositeUIPixelShader.usf, you can see the following color space transform.// sRGB -> RRT -> ODT ...

Overriding a subobject's class in a native base class can lead to that component being null in derived Blueprints (FObjectInitializer::SetDefaultSubobjectClass)

Gameplay - Blueprint Compiler - Jun 10, 2021

Overriding a subobject's class in a native base class can lead to that component being null in derived Blueprints.  ...

Dragging control rig Blueprint onto a sequence will fail to create a new spawnable

Anim - Sequencer - Jun 9, 2021

The class FControlRigObjectSpawner is set-up to spawn control rigs from a sequence, but it fails to implement and override for CreateNewSpawnableType, so spawnables can only be created by converting ...

Crash when using EditConditionHides with a struct in an array

UE - Editor - UX - Jun 8, 2021

A crash can occur in FStructurePropertyNode::GetValuePtrOfInstance when using EditConditionHides with arrays of structs. When deleting an element from the array, ParentBaseAddress will be null. ...