Spawn and Register Tab and Get ID Produces Unbounded Length IDs

UE - AI Workflows - UI Systems - Jun 18, 2023

Spawning Editor Utility Widgets via Spawn and Register Tab and Get ID inside another widget creates unbounded length IDs that get progressively longer with each subsequent spawn, as the ID is append ...

Inconsistent Behavior in Hiding Child Actors

UE - Editor - Jun 18, 2023

Pressing the 'h' key only hides the root actor and none of the children, unlike the scene outliner where clicking the eye icon hides the root actor and all children. This appears to be because edac ...

"stat llmassets" console command not recognised

UE - Core - Systems - Jun 16, 2023

I am trying to use "stat llmassets" but it is not recognising the command. I have enabled LLM_ALLOW_ASSETS_TAGS and added -llmtagsets=assets to the commandline along with -llm, is there anything els ...

GeometryCollection with StripOnCook and without EnableNanite causes a crash in cooked game

UE - Runtime - Deformable - Jun 16, 2023

The Strip on Cook option seems to strip even necessary data. ...

Sequencer: Changing a data layer track to KeepState hits ensure(Aggregate) in animated state storage

zComponent - Archive - Jun 16, 2023

Ensure condition fires as described in reproduction steps when using a Data Layer track in Sequencer with 'Keep State'. ...

LinkedAnimGraph of AnimBP is not applied to the character to which ForceCustomMode is applied in the sequencer after the sequencer playback is completed

UE - ACT Character - Anim in Engine - Jun 16, 2023

LinkedAnimGraph is not restored at the end of an AnimationSection with ForceCustomMode enabled. There is a problem with the order in which custom mode ends and anim instances are restored, and Linke ...

Performance decreases with the number of morph targets

UE - ACT Character - Control Rig - Jun 15, 2023

Performance decreases quite a bit on characters with large number of morph targets, as soon as even one target is active.  ...

Duplicating functions doesn't reset the GUIDs of local variables.

UE - Gameplay - Jun 15, 2023

This is actually a bug with function duplication via UEdGraphSchema_K2::DuplicateGraph. After a function graph is duplicated, the function entry node still retains the same GUIDs for its local vari ...

Emissive map texture is not set to material when building Approximate Mesh from HLOD Outliner

UE - Engine Scaling - Streaming - HLOD - Jun 14, 2023

Emissive textures seem to be set correctly in the case of building HLOD in the world partition. However, licensees who do not use World partition seem to build HLOD with HLOD Outliner. [Image Remov ...