Blend profiles/masks don't work with compatible skeletons

UE - Anim - Gameplay - Jun 29, 2022

From a user:  We are having some issues with blend masks and compatible skeletons. We have skeleton A as the base and skeleton B as a compatible skeleton. They both share a similar hierarchy (altho ...

Add World Rotation applied to a Static Mesh simulating physics behaves erratically 

UE - Simulation - Physics - Jun 28, 2022

This is a regression. Tested in //UE4/Release-4.27 CL18319896 Add World Rotation applied to a Static Mesh simulating physics behaves erratically. ...

Widget Blueprints Fail to Compile When Copying Collapsed Graphs into Functions

UE - Gameplay - Blueprint - Jun 28, 2022

Collapsed blueprint nodes that are copied and pasted into a function graph of a Widget will cause a fatal error when the blueprint compiles, as seen in the callstack, and will provide the message: " ...

Can't record float properties

UE - Anim - Sequencer - Jun 24, 2022

Allowed Material Slots in the Sample Static Mesh module is not working properly.

UE - Niagara - Jun 24, 2022

It is behaving correctly in 4.27.2. ...

Crash when cooking landscape collision in world partitioned level

UE - Graphics Tools - Terrain - Landscape - Jun 24, 2022

This is caused by the loss of data in the ULScapeHeightfieldCollisionComponent::CollisionHeightData. The CollisionHeightData is not marked as BULKDATA_PayloadInSeperateFile and is processed with a k ...

Hierarchical LOD meshes are not frustum/occlusion culled

UE - World Creation - Worldbuilding Tools - HLOD - Jun 24, 2022

Hierarchical LOD meshes are not frustum/occlusion culled ...

The Build Nanite property is disabled after reimporting a mesh that has Build Nanite enabled

UE - Editor - Content Pipeline - Import and Export - Jun 23, 2022

Regression no, the issue was reproduced in Windows //UE5/Release-5.0 CL 20280985 repro rate 3/3 After the user tries reimport mesh with nanite enabled from mesh editor the mesh was reimported with ...

Moving foliage instances on static mesh beyond the IFA grid boundary does not incorporate it into the correct IFA

UE - World Creation - Worldbuilding Tools - Foliage - Jun 22, 2022

WorldPartitionFoliageBuilder commandlet can incorporate foliage instances into the correct IFA. But it removes the connection information between base meshes and the foliage instances. ...