Updating Material does not update platform stats in derived Instance

UE - Rendering Architecture - Materials - Nov 26, 2024

It would seem that updating a material does not update the associated platform stats in a material instance editor, only the parameters. Can workaround by manually invoking shader compile in the ma ...

Crash on packaged dedicated server when a uproperty is marked as both replicated and editor-only

UE - Foundation - Cpp Tools - UnrealHeaderTool - Nov 26, 2024

In some situations, it can be useful to have a replicated editor-only C++ property (For example, the user that reported this issue was attempting to replicate settings to the client for game designe ...

Editor Performance issue : Loading/unloading multiple Levels / Level Instances triggers each time a call to FActorFolders::RebuildFolderListForWorld

UE - World Creation - Worldbuilding Tools - Level Instances - Nov 25, 2024

Revisit how FActorFolders are updated when loading/unloading Levels (level instances). The code should maintain the folder list instead of rebuilding everything. ...

When dragging a keyframe on top of another, it keeps both keyframes instead of overriding

UE - Anim - Sequencer - Nov 23, 2024

When dragging a keyframe on top of another, it keeps both keyframes instead of overriding ...

Diffing blueprints in Perforce changelist reviewer incorrectly displays blueprints that reference assets not in local filesystem

UE - Gameplay - Blueprint - Nov 22, 2024

When diffing a blueprint in the Perforce changelist reviewer in-editor (Review Changelists), if the blueprint references an asset that does not exist locally but rather exists as a newly added asset ...

RegisterAssetTypeCategory failed as all user bits have been exhausted

UE - Editor - Content Pipeline - Nov 22, 2024

Hi, with adding additional plugins, etc. to our project, we have encountered an issue with registering too many asset categories, such as: LogAssetTools: Warning: RegisterAssetTypeCategory("Water", ...

A welded hierarchy blocks updates to collision settings on all but the root primitive. Calling SetCollisionResponseToChannel on the children won't work.

UE - Simulation - Physics - Nov 22, 2024

A welded hierarchy blocks updates to collision settings on all but the root primitive. Calling SetCollisionResponseToChannel on the children won't work. The licensee noticed that IPhysicsProxyBase* ...

GatherDebugData not setup for new animation nodes.

UE - Anim - Runtime - Anim Blueprints - Nov 22, 2024

There are some gather debug calls not setup for new anim nodes, interrupting the gathering of the rest of the chain for the animation debug screens. OffsetRootBone OverrideRootMotion Steering DeadB ...

ALevelVariantSetsActor not exposing Actor tags

UE - Editor - Content Pipeline - Variants - Nov 22, 2024

Hi, while trying to workaround this: https://udn.unrealengine.com/s/question/0D54z00008kTgHCCA0/variant-manager-crash-in-upropertyvaluehasvalidresolve I thought I would not create variant sets act ...