Fixing a Blueprint's compilation error after editor reload causes instances to lose transform

UE - Gameplay - Blueprint - Feb 23, 2023

Saving and reloading a Blueprint instance with a compilation error, a.k.a., "Bad Blueprint" will lead to a transform reset when the Blueprint is successfully recompiled. ...

Reset of bone proxy in anim editors detail panels doesn't re-enable live update of tranforms

UE - Anim - Runtime - Feb 23, 2023

The bone proxy details customization for the animation editors doesn't currently reset modifications correctly.  When a transform channel is modified and then reset, the bone proxy doesn't start liv ...

[AI] Moving navmesh and navbounds to a sublevel results in a level nearly twice the size expected

UE - AI - Navigation - Feb 22, 2023

Using World Composition, moving the Navmesh and NavmeshBounds from the persistent level to a sub-level results in the size of the navmesh sub-level being roughly twice the size of the decreased size ...

OSS Null won't find multiple LAN sessions hosted by a single instance

UE - Online - Feb 22, 2023

This happens because of how FLANSession::Tick will handle receiving multiple response packets from a single host. FLANSession will cache the ResponseGuids of any incoming host response packets, so i ...

Overriding Component class does not work properly in grandchild class BP

UE - Framework - Blueprint - Feb 22, 2023

If you set ComponentClass override in child class BP and grandchild class BP respectively, it is ignored in grandchild class. This issue is probably related to [Link Removed]. The fix for [Link Rem ...

[AI] Navmesh generates incorrect triangles that connect a lower platform to one above it

UE - AI - Navigation - Feb 21, 2023

Navmesh is setting some vertices to be quite above what would be the max step height of the agent when two platforms are aligned with one above the other. The navmesh may reach up to the upper platf ...

ARecastNavMesh.bPerformVoxelFiltering doesn't seem to be working

UE - AI - Navigation - Feb 21, 2023

ARecastNavMesh.bPerformVoxelFiltering doesn't seem to be working anymore. ...

Duplicating a Blueprint with a function call node connected to a variable of the source Blueprint type results in a compile error in the duplicated asset.

UE - Gameplay - Blueprint Editor - Feb 21, 2023

If a Blueprint asset contains a function call node for which the referenced function context is set to 'self', if the "Target" pin is connected to a type that equates to the owning Blueprint asset ( ...

Eyeball appears opaque on project launch

UE - Graphics Features - Feb 21, 2023