"Exclude From HLOD Levels" has no effect in a World Partition level set up with HLODs

UE - World Creation - Worldbuilding Tools - HLOD - Oct 18, 2023

Unable to recapture the network channel data after stop the profile

UE - Foundation - Insights - Oct 18, 2023

It appears that networking insights data is not being gathered when a delay capture is started with the "trace.send" or "trace.start" command. If we were starting from the application startup time w ...

Landscape nanite height mismatch

UE - LD & Modeling - Terrain - Landscape - Oct 17, 2023

From licensee: The height of Nanite rendered landscape does not match the height of non-nanite landscape. The error gets worse if you increase the Z Scale of the landscape actor. Our project rec ...

Nanite landscape mesh has a significant difference with normal landscape when using large Z scale value

UE - LD & Modeling - Terrain - Landscape - Oct 17, 2023

Result : there are significant differences between the generated Nanite mesh and the original landscape mesh (see [Link Removed]) Note : the bug was originally reported on this UDN : [Link Remove ...

Material Layers "swap" location instead of shift downwards.

UE - Rendering Architecture - Materials - Oct 17, 2023

Licensee request for this as it is affecting productivity. Likely requires a method of allowing a user to choose which behaviour they prefer. For reference, the behaviour changed in CL 11684461 to f ...

A disabled Niagara component is respawned unexpectedly by scalability system in some edge cases

UE - Niagara - Scalability - Oct 17, 2023

Even after manually Deactivating a Niagara component, this Niagara component may be revived under certain conditions. This issue occurs when the following conditions are met before the Deactivated N ...

Unable to affect setting cubemap blend in skyLight and reflections on transluscent materials

UE - Rendering Architecture - Oct 17, 2023

Attempting to blend SkyLight Cubemaps via the SetCubemapBlend function to blend between different Cubemaps to make the changes seamless is not reflected. As a workaround, in LumenTracingCommon.ush, ...

FKismetCompilerUtilities::ValidateProperEndExecutionPath() was unintentionally removed from compile-time graph validation

UE - Gameplay - Blueprint Compiler - Oct 16, 2023

We no longer include a note/warning when an expected execution path will not be taken in a function graph due to the presence of a return node. This was inadvertently removed by the change that intr ...

Flushing Level Streaming Can Trigger Actor Initialization during World Teardown

UE - World Creation - Worldbuilding Tools - Oct 16, 2023

From licensee: We've recently encountered an issue where BeginPlay was called on an Actor while the World is being torn down. This seems to stem from flushing level streaming while it has levels th ...

Using the end of the curve as a weighted tangent does not yield the expected value.

UE - Anim - Runtime - Oct 16, 2023

When changing the tangent value, the last value is sometimes not 1.0 [Reproduce sample project] [Link Removed] ...