Crash when spawning actor with no viewport initialized

UE - Editor - Workflow Systems - Nov 22, 2023

If an attempt to spawn an actor is made before the Level Editor Viewport is fully initialized (i.e. before it has had a chance to get rendered at least once), and that actor has no specific Factory ...

FPropertySoftPath::Resolve doesn't resolve c-array elements properly

UE - Gameplay - Nov 20, 2023

a fix was proposed in the UDN but it needs to be tested and revised ...

Single sided complex collision mesh collision blocks character movement from backside

UE - Simulation - Physics - Query - Nov 17, 2023

Commenting out the branch in FTriangleMeshSweepVisitor::VisitSweep is a work-around.if (CullsBackFaceSweepsCode != 0) { if (VectorMaskBits(IsBackFace)) { // Don't cull the back face ...

In-editor hitch when deleting one actor in a world with many loaded actors

UE - Foundation - Core - Nov 17, 2023

When editing a level with many actors (1000+), deleting an actor results in a noticeable hitch: the editor becomes unresponsive for seconds. This hitch becomes longer the more actors are loaded and ...

Renaming a Blueprint interface asset doesn't update the ImplementedInterfaces list in the Blueprint editor's Class Settings tab

UE - Gameplay - Blueprint Editor - Nov 13, 2023

There is no UI refresh for the Implemented Interfaces list in the Blueprint editor UI after a Blueprint Interface asset is renamed in the Content Drawer. Consequently, the interface cannot be remove ...

Mass Agent Component implementation triggers Aggressive Default Reference Replacement ensure

UE - AI - Mass - Nov 13, 2023

Workaround: Construct the DefaultSubobject with ... = CreateDefaultSubobject<UMassAgentComponent>(TEXT("MASS"), true); The issue appears to be that the DefaultSubobject holds a pointer to the CDO ...

K2Node_FunctionEntry: Focusing "Name" property in Details panel changes function name to display format

UE - Gameplay - Blueprint Editor - Nov 13, 2023

Users can enter blueprint function names without spaces, for example PascalCase (MyFunctionName) or snake_case (my_function_name). The "My Blueprint" tab functionality for naming functions allow all ...

Placed level instance causes "!ActorInstanceGuid.IsValid()" assertion after changing WorldSettingsClass

UE - World Creation - Worldbuilding Tools - Level Instances - Nov 13, 2023

Resaving the level using ResavePackagesCommandlet is a workaround. ...

Texture Sample DI does not work on Niagara Parameter Collections

UE - Niagara - Nov 8, 2023

Texture sample DIs no longer work when used with Niagara Parameter Collections. This seems to affect Volume Texture DIs based on customer reports, but I have not confirmed this.  ...

SkeletalMeshComponent in dedicated server causes memory leak

UE - Graphics Features - Nov 8, 2023

As dedicated server does not have viewport, USkinnedMeshComponent::BoneTransformUpdateMethodQueue array keeps growing and never clear. ...