Broken TextureTest BP in Landmass plugin base content

UE - LD & Modeling - Terrain - Jul 15, 2024

It appears that the Landmass plugin has a content dependency on the BlueprintMaterialTextureNodes plugin. If the BlueprintMaterialTextureNodes is not loaded, then the blueprint "/Landmass/Landscape ...

UE5.4 Regression - crash when disabling shader optimization while raytracing is enabled on D3D12

UE - Rendering Architecture - Shaders - Jul 15, 2024

Certain interactions between a Rect Light with a Light Function and a Post-Process volume lead to a check() when compiling a Ray Tracing PSO for tracing lights. This check() only happens when shader ...

All public inline methods of class "FBlueprintEditor" are inaccessible to other modules due to "DLLIMPORT"

UE - Gameplay - Blueprint Editor - Jun 28, 2024

Class "FBlueprintEditor" has several inline getter methods as part of its public API (e.g. GetPreviewActor() and GetPreviewScene()). However, even though they are public, those methods are inaccessi ...

The light in the Blueprint Editor's Preview Scene does not respond to any lighting channel but 0.

UE - Gameplay - Blueprint Editor - Jun 28, 2024

In the Blueprint Editor, Primitive Components can be configured to respond to Lighting Channels 0, 1, and/or 2. However, if channel 0 is disabled (even with another one enabled), the Preview Actor's ...

Imposter renders incorrectly in PCG volume after updating to 5.4

UE - World Creation - Procedural Tools - PCG Component - Jun 27, 2024

The last level of impostors in PCG volumes render incorrectly after updating from 5.3 to 5.4. ...

Moving a mesh with complex-as-simple collision clears overlaps previously detected by moving collision components

UE - Simulation - Physics - Solver - Jun 26, 2024

Consider a static mesh set to use complex-as-simple collision, and a convex collision component, starting to overlap each other. When only the Collision Component moves, its collision with the stat ...

In class UCancellableAsyncAction, methods IsRegistered() and ShouldBroadcastDelegates() still return true after Cancel() or SetReadyToDestroy() unregisters the object.

UE - Gameplay - Blueprint - Jun 26, 2024

Class UBlueprintAsyncActionBase provides methods RegisterWithGameInstance() and SetReadyToDestroy(), which respectively register and unregister the object with the game instance. Derived class UCanc ...

can not load all actors when load level with ULevel::LoadAllExternalObjectsTag

UE - World Creation - Worldbuilding Tools - Jun 25, 2024

the udn link:https://udn.unrealengine.com/s/question/0D5QP00000OxDLH0A3/%E9%80%9A%E8%BF%87%E4%BB%A3%E7%A0%81%E6%88%96%E8%80%85%E8%93%9D%E5%9B%BE%E8%8A%82%E7%82%B9%E5%A4%8D%E5%88%B6%E5%85%B3%E5%8D% ...

In editor, custom primitive data dont work on instance static meshes in bp instance

UE - Gameplay - Components - Jun 25, 2024

Changes to custom primitive data properties for instanced meshes placed in the editor work in-game but are not otherwise reflected in-editor. ...