GeometryCollectionActor SetSimulatePhysics false does not stop Physics Simulation

UE - Simulation - Physics - Nov 28, 2024

If the GeometryCollectionActor (GCA) is simulating physics, calling SetSimulatePhysics(false) does not stop the simulation. If the simulation is paused, calling SetSimulatePhysics(true) does as expe ...

Nanite Mesh Reduction Issue

UE - Graphics Features - Nanite - Nov 28, 2024

This issue was reported through a UDN. Licensee mentioned that they are seeing a hole in their Nanite mesh at as they move away from it. Using the Nanite debug view we observe at a certain distance ...

The ResavePackages commandlet with -ResaveClass and -IncludeChildClasses doesn't resave unloaded assets

UE - Editor - Workflow Systems - Nov 28, 2024

The ResavePackages commandlet can be used to batch resave assets. The ResaveClass and IncludeChildClasses options let one resave all assets of a specific parent class. The problem is that blueprint ...

Large World Coordinates appears to not work for Niagara Mesh Particles

UE - Graphics Features - Nov 28, 2024

When a Niagara System is placed at around 10^8 units away from the origin, the movements of the mesh particles aren't smooth as expected, but jumpy. These particles behave as if they are using a flo ...

Bindless Virtual Textures are sampled with non-virtual samplers

UE - Rendering Architecture - Materials - Nov 28, 2024

Texture Collections can contain virtual textures. There is no way to inform TextureObjectFromCollection that the texture is virtual, only that it is a Texture2D. This texture object is then sampled ...

The visibility state of on-screen stat messages is not restored correctly after entering and leaving PIE. This also affects other important on-screen messages like map warnings and debug messages.

UE - Editor - UI Systems - Nov 28, 2024

Currently, the ShowStats viewport option is automatically enabled when entering PIE and automatically disabled when exiting PIE. This forced disabling happens even if the option was enabled prior to ...

CharacterMovementComponent: NavWalking with high value for NavWalkingFloorDistTolerance can causes character meshes to be teleported up/down when crouching/uncrouching

UE - AI - Navigation - Nov 27, 2024

Context CharacterMovementComponent can be set in the NavWalking mode so that on the server the characters move using the navigation mesh as floor. This helps performance when the nav mesh is more c ...

During blueprint reparenting SimpleConstructionScript subobject unmodified values are retained as modified values

UE - Gameplay - Blueprint Editor - Nov 27, 2024

When reparenting blueprints and both the old and new parent blueprint contain a subobject but with different values on it, the reparented blueprint doesn't correctly inherit values from the new pare ...

Fix deadlock between sk component and sk build or import

UE - Editor - Content Pipeline - Import and Export - Nov 27, 2024

Fix deadlock when skeletal mesh component is shown in the detail panel with physics body section category open and the skeletalmesh is re-importing or doing any other asyc task that need the game th ...

[Interchange] Time zero bind pose do not support multiple bind pose for the same bone

UE - Editor - Content Pipeline - Import and Export - Nov 27, 2024

If you import a model containing multiple mesh using the same bones but with different bind pose, the time zero skin result will be wrong. ...