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 ...

When using ProceduralFoliageVolume, ActorFoliage can be used even if World Partition is enabled in UE5.0

UE - World Creation - Worldbuilding Tools - Foliage - Jun 28, 2022

UE5.0 does not support ActorFoliage at Levels where World Partition is enabled ( [Link Removed] ), but ActorFoliage will work via ProceduralFoliageVolume. And when you cook the level you will get an ...

Can't record float properties

UE - Anim - Sequencer - Jun 24, 2022

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 ...

Foliage is placed on LevelInstanceActor does not follow basecomponent when the LevelInstanceActor moves

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

Foliage usually follows when the Transform of the placed ground or floor changes. However, if the ground or floor is a Level Instance Actor, it will not follow. The cause is in the code below. voi ...

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 ...

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. ...

If DeferRunningConstructionScripts is executed in LoadMap, BeginPlay will be executed before ConstructionScripts.

UE - CoreTech - Jun 22, 2022

DeferRunningConstructionScripts has been added as a workaround for a issue by asynchronous mesh compilation, but it doesn't consider BeginPlay. Therefore, if DeferRunningConstructionScripts is execu ...

When SimpleLink and SmartLink are enabled, CustomLinkId is sometimes missing.

UE - AI - Navigation - Jun 21, 2022

If trying to find NavLinkProxy with SimpleLink and SmartLink enabled by searching the path,  sometimes CustomLink is not found (CustomLinkId=0). Since only one NavLinkProxy is located on the level, ...