r.AllowOcclusionQueries 0 keeps increasing PrimitiveOcclusionHistorySet memory

UE - Rendering Architecture - RHI - Nov 29, 2022

r.AllowOcclusionQueries 0 skips the call to TrimOcclusionHistory(), so the PrimitiveOcclusionHistorySet container continues to grow. ...

Niagara compile error : Select Position from Array

UE - Niagara - Nov 24, 2022

A similar node, Select Vector From Array, does not have this problem. The difference between the two seems to be whether or not Required is checked in the input node's exposure options. ...

The Label field does not function for Editor Utility Tool Menu Entry

UE - Editor - UI Systems - Nov 22, 2022

Labels for buttons added to the Level Editor Toolbar from the Editor Utility Tool Menu Entry blueprint do not appear in the toolbar. This functionality did exist in 4.26/4.27 but no longer seems to ...

Scroll box hand icon is small when DPI scaling is enabled

UE - Editor - UI Systems - Slate - Nov 22, 2022

The scroll box widget currently hides the cursor and manually draws a closed hand software cursor in SScrollBox::OnPaint when right clicking and dragging. This software cursor does not account for D ...

Vector NotEqual / != displays default tolerance of "0" instead of "0.0001"

UE - Gameplay - Blueprint Editor - Nov 22, 2022

If this is just a display issue, it's still fairly significant because a tolerance of 0 and anything else are very different. I have not confirmed if it's only display or if the comparison is actual ...

Rect Light distribution incorrect with CPU Lightmass

UE - Graphics Features - Nov 22, 2022

Navmesh rebuild always occurs on Startup map immediately after starting editor

UE - AI - Navigation - Nov 22, 2022

Whenever launching the UE5 Editor, it rebuilds the navmesh on the first map it opens. Reopening the same map again will not cause the navmesh to be rebuilt. It seems that the first time the map is o ...

Hierarchical Instanced Static Mesh does not render correctly on Vulkan mobile

UE - Platform - Mobile - Nov 17, 2022

Something is rendering incorrectly about hierarchical instanced static meshes on vulkan mobile. If the project uses GPUScene, instead of using HISM for manual instancing, and relying on GPUScene for ...