GAS: AbilitySystemComponent does not DestroyActiveState after re-entering play

UE - Gameplay - Gameplay Ability System - Oct 30, 2023

UAbilitySystemComponent::DestroyActiveState() is called when the component is unregistered (OnUnregister) and when its destroyed (OnComponentDestroyed). It performs state cleanup such as canceling a ...

UProperty meta ShowOnlyInnerProperties doesn't properly propagate through UStructs

UE - Editor - Workflow Systems - Oct 30, 2023

ShowOnlyInnerProperties does not work when a UStruct is embedded inside another UStruct ...

Shadow Flickering with Lighting Channels

UE - Graphics Features - Shadows - Oct 27, 2023

It looks like static meshes can invalidate large numbers of VSM pages when the geometry and the light are not on light channel 0. ...

Unreal Insights - GPU Timers don't show on Graph

UE - Foundation - Insights - Oct 27, 2023

From Customer: UE 5.3 update broke Unreal Insights adding GPU timers into graph tracks. Debugging the code and cross checking with github/p4v I guess it broke in this revision: Timer graphs no ...

Exiting PIE after ejecting from pawn and opening a level sequence will crash the editor

UE - Editor - Workflow Systems - Oct 26, 2023

Editor crashes after ejecting from pawn and opening a sequence when ending PIE ...

Map Check error when parenting an actor to a child actor in Scene Outliner

UE - World Creation - Worldbuilding Tools - World Partition - Oct 26, 2023

Map Check will generate an error when an actor is attached to a child actor in the Scene Outliner. At runtime, the attachment seems to work as intended so it's only a Map Check issue. The error read ...

Legacy Fbx: Importing multiple skeletalmesh put all of them in the same package.

UE - Editor - Content Pipeline - Import and Export - Oct 26, 2023

Expose UDataLayerLoadingPolicy and FWorldPartitionActorViewProxy to plugins via ENGINE_API

UE - World Creation - Worldbuilding Tools - World Partition - Oct 26, 2023

Requested by licensees: [Link Removed] ...

Audio Does Not Play Back Correctly when entering an Audio Volume with a Submix Send that is PreAttenuation with a Submix using Convolution Reverb

UE - Audio - Oct 24, 2023

Entering an Audio Volume that has a Submix Send set to Pre Distance Attenuation and using a Convolution Reverb causes severe audio glitching. Does not occur if Send is Post Distance Attenuation. Doe ...

Budget allocator fails to register components dropped into a level when NetMode is client on PIE

UE - Anim - Runtime - Oct 24, 2023

Registration of budgeted components with the allocator fails when running in ENetMode::NM_Client.  The initialization order when running in this mode is different to Standalone net mode which ends u ...