SkeletalMeshComponent in dedicated server causes memory leak

UE - Graphics Features - Nov 8, 2023

As dedicated server does not have viewport, USkinnedMeshComponent::BoneTransformUpdateMethodQueue array keeps growing and never clear. ...

Actor attached to child actor fails to serialize as part of map

UE - Framework - Components - Nov 3, 2023

Attaching other actors to a child actor (actor spawned by ChildActorComponent) fails to serialize correctly as part of the map. The attached actor loads as detached and resets its position back to w ...

LevelSnapshots affect level visibility when restoring snapshot

UE - Virtual Production - Tools - Level Snapshots - Nov 2, 2023

Slack thread [Link Removed] ...

When duplicating the last point in a closed-loop spline, its metadata is inserted at the wrong index

UE - Editor - Workflow Systems - Nov 1, 2023

The SplineComponentVisualizer allows users to alt+drag on a spline point to duplicate it. When this is done on the last point of a spline marked as "closed-loop", the new point is correctly added at ...

Renaming external actor "label name" won't update in changelist viewer

UE - Editor - Workflow Systems - Oct 31, 2023

Some of the state in the View Changes menu is cached and never updated. This menu should respond to external actor label renames in the Outliner and files being moved on disk. ...

Using a Dynamic Material Instance on a Nanite Landscape doesn't work

UE - Graphics Tools - Terrain - Landscape - Oct 30, 2023

Networked root motion montage with rotation fighting smoothing

UE - Gameplay - Player Movement - Oct 30, 2023

A licensee is reporting a sim proxy is playing a networked anim montage with root motion, that the rotation changes will fight between what's produced in ::SimulateRootMotion and ::SmoothClientPosit ...

SubVersion: MakeWritable files prompt for checkout on every save

UE - Editor - Workflow Systems - Oct 27, 2023

Nanite and mobile landscape don't have support for dynamic materials

UE - Graphics Tools - Terrain - Landscape - Oct 26, 2023

On a landscape actor with Nanite landscape enabled, set the bUseDynamicMaterialInstance property on a landscape proxy and setup a BP to call  SetLandscapeMaterialTextureParameterValue / SetLandscape ...