Breaking a level instance can not remove the level instance from world

UE - World Creation - Worldbuilding Tools - Level Instances - Nov 5, 2024

Currently there is no stable way to break level instances ...

A Geometry Collection with Removal-On-Break, after breaking and shrinking until vanished, will reset to the original state (full-size and unbroken) if we toggle between Fullscreen and Windowed while playing as standalone or Packaged Build.

UE - Simulation - Physics - Destruction - Oct 28, 2024

A Geometry Collection with Removal-On-Break, after breaking and shrinking until vanished, will reset to the original state (full-size and unbroken) if we toggle between Fullscreen and Windowed while ...

CharacterMovement doesn't clear velocity

UE - Simulation - Physics - Oct 11, 2024

Velocities are not being cleared when physics simulation set to false.  ...

Niagara Editor Viewport will crash when rendering opaque materials with Mobile Multi-View and Mobile Vulkan Preview Enabled

UE - Niagara - Rendering - Sep 18, 2024

The Niagara viewport will crash when rendering opaque sprites if Mobile Multi View and the mobile preview are enabled. Additive materials do no crash, and if the viewport is not set to lit it does ...

Creating an HLOD with a FallbackMesh that has a section with triangles=0 will incorrectly set the UVs of the StaticMesh

UE - World Creation - Worldbuilding Tools - HLOD - Sep 11, 2024

The UVs in HLOD's StaticMesh appear to be broken when there are sections with zero triangles in the fallback mesh. This is most likely the case for sections containing only small parts. Workaroun ...

AnimNotifies get reproduced more times than expected.

UE - Anim - Sep 3, 2024

When setting an AnimNotify to an AnimationSequence, this AnimNotify can be triggered multiple times when only set once. This issue only happens when the mentioned AnimationSequence that contains the ...

In ULevelStreamingLevelInstance::UpdateStreamingState, AddToWorld() is called before OnLoadedActorsAddedToLevelPreEvent causing ID clash

UE - World Creation - Worldbuilding Tools - Jul 16, 2024

ULevelStreamingLevelInstance::OnLoadedActorsAddedToLevelPreEvent has a comment that states it must be called before actors are registered with the world, but in ULevelStreaming::UpdateStreamingState ...

Integer overflow in NaniteBuilder can lead to an editor crash on certain meshes

UE - Graphics Features - Nanite - Jul 10, 2024

NaniteBuilder uses an int8 type for ExternalEdges and counts adjacency with a int32. The bug stems for the cast to int8 when adding the adjacency count into the ExternalEdges array. The precision l ...

The default Direct Link texture path is no longer set in Twinotion settings

TM - Interoperability - Jun 27, 2024

Default path for DL is not correctly set and should be set to the following: C:\Users%USERNAME%\Documents\Twinmotion2024.1\DirectLinkTextures See attached screen-shot ...