GAS: OnTagUpdated() not called when calling SetLooseGameplayTagCount()

UE - Gameplay - Gameplay Ability System - Dec 10, 2024

Context AbilitySystemComponent has a virtual function virtual void OnTagUpdated(const FGameplayTag& Tag, bool TagExists); that gets called when a gameplay tag gets added or removed, so whenever ...

Improve performance when creating multiple Data Layer Instances

UE - World Creation - Worldbuilding Tools - Dec 10, 2024

Every time AWorldDataLayers::CreateDataLayer is called,  UDataLayerManager::ResolveActorDescContainersDataLayers() gets called and iterates on all actordescs of the world.When creating multiple data l ...

Issue with PLA Editing inside another PLA causes Z-Fighting or Mesh Disappearance.

UE - World Creation - Worldbuilding Tools - Dec 6, 2024

When editing a Packed Level Actor (PLA) that is inside another PLA, z-fighting or mesh disappearance will occur. More specifically, it is seen when duplicating a mesh inside the PLA, upon saving the P ...

Editor Crash When Using FRequestPlaySessionParams GlobalMapOverride To Load World Partition Map

UE - World Creation - Worldbuilding Tools - Data Layers - Dec 6, 2024

The licensee has been using a custom CVAR to launch directly into PIE for a world partition level. Since updating to 5.4, this now causes an editor crash. The main factor appears to be whether or no ...

VR Preview crash when shadow quality is set to low

UE - Platform - XR - Dec 5, 2024

[/Script/Engine.RendererSettings] r.Tonemapper.Sharpen=2 r.TemporalAA.Upsampling=False r.DefaultFeature.AutoExposure.ExtendDefaultLuminanceRange=True r.LightPropagationVolume=0 r.ReflectionCaptureRe ...

When trying to snap selected foliage down to the ground using end key, if the mesh has collision complexity to "Use Simple Collision As Complex" and foliage collision preset to "BlockAll", the foliage selected will not move.

UE - World Creation - Worldbuilding Tools - Foliage - Dec 5, 2024

Using the "end" key on foliage selected with collision preset to "BlockAll" and the mesh collision complexity set to "Use simple Collision as Complex", the foliage will not move. This is wrong becau ...

Rig element names should be case insensitive

UE - Anim - Rigging - Control Rig - Dec 5, 2024

The control rig editor should enforce case insensitivity for any names that can be created within the editor.  Currently, it's possible for control names to be created that are the same as existing ...

GeometryCollection's root proxy doesn't support complex tracing

UE - Simulation - Physics - Destruction - Dec 5, 2024

More details in this thread: [Link Removed] ...

Duplicated Child Actor Spawned at (0,0,0) when Using Level Instances

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

Distributed HLOD builds always fail for projects not under the Engine Root

UE - World Creation - Worldbuilding Tools - HLOD - Dec 4, 2024

In BuildProject.txt, to make relative path to the project outside the engine root, all paths contains “..” after action command directory. D:/dev/UnrealEngine-5.5.0//HLODTemp/f09bf0f5/HLODBuilder0 ...