Incorrect Subsurface Profile Transmission rendering in Preview window

UE - Graphics Features - Nov 14, 2023

Subsurface material rendered in preview window has too intense subsurface scattering or strange artifact. However, it shows no error in Play in Editor. After disabling the contact shadow in PIE, abl ...

LLM: Delete LLM_IF_ENABLED if it is no longer a performance benefit, or convert all allocs and frees to use it if it still is.

UE - Foundation - Core - Cooker - Nov 13, 2023

The macros LLM and LLM_IF_ENABLED behave identically but are slightly different from a performance standpoint. For consistency all allocs and frees should use the same one. Measure the cost of a co ...

Shadow in Sky Reflections

UE - Graphics Features - Lumen - Nov 10, 2023

It looks like the DistantScreenTrace(...) in LumenScreenTracing.ush reports a false positive hit in the dark regions. Using screen trace visualization reports the distance in these regions as 65535. ...

Creating a control rig via FControlRigBlueprintActions::CreateNewControlRigAsset crashes

UE - Anim - Rigging - Control Rig - Nov 10, 2023

FControlRigBlueprintActions::CreateNewControlRigAsset is crashing in ResolveObjectHandleNoRead.  Looking at the control rig in UControlRigBlueprint::Serialize, it's marked as pendingkill but I'm uns ...

Crash when opening or editing a DataTable with a Row Structure that contains a Curve

UE - Editor - Workflow Systems - Nov 9, 2023

If a DataTable Asset is created with a Row Structure that contains a member variable of type Curve, the Editor will crash when attempting to open it while it has no rows. It will also crash when edi ...

ComponentOverlapMultiByChannel with a rotated simple collision PrimComp misses overlap vs. complex collision

UE - Simulation - Physics - Query - Nov 8, 2023

UWorld::ComponentOverlapMultiByChannel and internally, the call to FBodyInstance::OverlapMulti, misses overlaps and blocking hits when the PrimComp's (the component used to test overlaps) mesh uses ...

Number of “USkeleton::LinkupCache” could keep increasing

UE - Anim - Runtime - Nov 8, 2023

USkeleton class only performs Add or Empty operations on the LinkupCache array and has no Remove, so the number of LinkupCache can keep increasing in some cases (A description in Step to Reproduce s ...

Landscape renders black when baking with GPU Lightmass

UE - Graphics Features - Nov 7, 2023

A user encountered an issue with Landscapes not rendering once baked with GPU Lightmass. The user was using Ray Tracing. If using normal CPU Lightmass baking, landscape remains the same. ...

Default Context Mappings Clearing Out Custom Triggers on module load

UE - Gameplay - Input - Nov 6, 2023

This is happening because UEnhancedPlayerInput::UEnhancedPlayerInput is attempting to load the IMC asset, but if your triggers are defined outside the engine module then it would trigger a load of t ...