Duplicated Child Actor Spawned at (0,0,0) when Using Level Instances

UE - World Creation - Worldbuilding Tools - Level Instances - Dec 5, 2024

Crash when committing level instances containing invalid child actor components

UE - World Creation - Worldbuilding Tools - Level Instances - Dec 4, 2024

Nanite Tessellation Artifacts With Landscapes

UE - Rendering - Graphics Features - Nanite - Dec 4, 2024

There seems to be an issue with how Nanite tessellation and Landscape interact with two sided landscapes. When the camera's near clipping plane is past the landscape's surface the displacement of th ...

WasRecentlyRendered() and GetLastRenderTimeOnScreen() still triggers when a skeletal mesh re-enters the view frustum despite being occluded.

UE - Rendering - Architecture - Dec 4, 2024

AActor::WasRecentlyRendered() and UPrimitiveComponent::GetLastRenderTimeOnScreen() both still trigger when a skeletal mesh (occluded behind a wall) re-enters the player's view frustum after being ou ...

PlayerStart in level instances does not start player at location after transitioning between maps in PIE

UE - World Creation - Worldbuilding Tools - World Partition - Dec 3, 2024

Crash can happen in FDetailLayoutBuilderImpl::Tick() when a category of UStruct member includes the "|" symbol and member is Tickable.

UE - Editor - Workflow Systems - Dec 3, 2024

A crash can occur when a member of a UStruct has a category with the "|" symbol and is trying to be displayed inside by the FDetailLayoutBuilderImpl class. This happens when there is a UStruct memb ...

Packed Level Actors and Instance Vertex Colors

UE - World Creation - Worldbuilding Tools - Level Instances - Dec 2, 2024

Unloaded actors missing when moving WP levels in content browser

UE - World Creation - Worldbuilding Tools - World Partition - Dec 2, 2024

The ResavePackages commandlet with -ResaveClass and -IncludeChildClasses doesn't resave unloaded assets

UE - World Creation - Worldbuilding Tools - Nov 28, 2024

The ResavePackages commandlet can be used to batch resave assets. The ResaveClass and IncludeChildClasses options let one resave all assets of a specific parent class. The problem is that blueprint ...

Bindless Virtual Textures are sampled with non-virtual samplers

UE - Rendering - Architecture - Materials - Nov 28, 2024

Texture Collections can contain virtual textures. There is no way to inform TextureObjectFromCollection that the texture is virtual, only that it is a Texture2D. This texture object is then sampled ...