NPC - When an NiagaraParameterCollection asset is duplicated or when its namespace is changed, any existing parameters get incorrectly duplicated/renamed with the addition of the namespace prefix

UE - Niagara - Sep 30, 2024

When an NPC asset is duplicated, the ne wasset gets incorrectly duplicated parameters: one set with the correct names, and one set with the original namespace prefix embedded into the names. These i ...

NPC - Does not get updates from Material Parameter Collection changes in the editor

UE - Niagara - Sep 30, 2024

When an MPC is selected as the Source Material Collection for an NPC, all of its current parameters are carried over to the NPC with their current values. After that, if parameters are added to, rem ...

Crash in NaniteStreamManager when Nanite data fails to decode corrupt data from DDC

UE - Graphics Features - Nanite - Sep 11, 2024

If Nanite data becomes corrupt in the DDC, the Editor may crash in FStreamingManager::InstallReadyPages() when the Pending.State is FPendingPage::EState::DDC_Ready but the resulting SrcPtr is null b ...

Swapping the Child Actor Class of a ChildActorComponent back to a previously selected BP leads to an Editor crash from illegal Renaming

UE - Framework - Components - Sep 11, 2024

A fatal error occurs if we change a Child Actor Class from one BP (ex. "BP_A") to a different BP ( ex. "BP_B") and later change it back to the first BP (ex. "BP_A") without compiling the BP between ...

Nanite can assert in ValidateFixupChunk: 'Assertion failed: HierarchyNodeIndex < Resources.NumHierarchyNodes'

UE - Graphics Features - Nanite - Aug 29, 2024

Reported by a licensee. More discussion in the linked UDN case. "Sometimes the WorldPartitionBuilderCommandlet will fail after encountering this error:" Error: Assertion failed: HierarchyNodeIndex ...

[StateTree] Linked Asset trees do not properly transition when On Tick transition is triggered on linked asset that transitions to Tree Succeeded

UE - AI - StateTree - Aug 26, 2024

Linked Asset trees do not transition correctly to Tree Succeeded if using an On Tick transition. The Debugger shows that the transition is triggered repeatedly but no state change occurs. Instead, t ...

Niagara Fluids Plugin creates a memory reference of any saved level by only being active, before being actually used.

UE - Niagara - Aug 21, 2024

While Niagara Fluids Plugin is active it creates a memory reference of any saved level regardless of being actually used. Simply enabling the plugin shows a memory reference while deleting the level ...

UEdGraph pointer data is not correctly un-done and graph nodes are lost when declared as a UObject property

UE - Framework - Blueprint Editor - Aug 9, 2024

When an undone operation is done for a UObject property that has a UEdGraph*, the modified UEdGraph nodes are lost. This UObject needs to be created/spawned in an Editor Environment by another Obje ...