Add Tooltips to Visual Logger rewind debugger track

UE - Anim - Gameplay - Jan 21, 2025

We'd like to have tooltips that show the description/comment for events in the visual logger tracks in rewind debugger ...

When a TSoftObjectPtr pointing to a const type is used as a parameter for a Dyanmic delegate, unreal marks it as deprecaded.

UE - Foundation - Cpp Tools - UnrealHeaderTool - Jan 21, 2025

A change has been done to the TSoftObjectPtr class that warns when constructing a pointer-to non-const from a pointer-to-const. This change makes sense and is correct. Example: UTexture2D* Loade ...

[Interchange][Fbx] Collision is not applied on mesh in subhierarchy that has same name

UE - Editor - Content Pipeline - Import and Export - Jan 21, 2025

Reported here  [Link Removed] and maybe here too [Link Removed] ...

Disabling bLerpUVs in Nanite Settings of Static Mesh causes texture warping in clusters

UE - Graphics Features - Nanite - Jan 21, 2025

The licensee has identified a potential fix by changing if( Settings.bLerpUVs ) to if( Settings.bLerpUVs || UVIndex == 0 ) On line 389 of NaniteBuilder\Private\Cluster.cpp in UE 5.5 ...

Resource Collector does not compress files when the Compress files option is selected.

TM - Core - Jan 20, 2025

The Resource Collector does not compress the project and maps even if the option was checked. ...

A Skeletal Mesh simulating physics that hits a Geometry Collection Actor with OneWayInteraction true, OneWayInteractionLevel 1, and is using Damage Propagation (default) will be accelerated so fast it immediately disappears by hitting the world limits

UE - Simulation - Physics - Destruction - Jan 20, 2025

A Skeletal Mesh simulating physics that hits a Geometry Collection Actor with OneWayInteraction true, OneWayInteractionLevel 1, and is using Damage Propagation (default) will be accelerated so fast ...

[Interchange][FBX] Import of custom collision add the collision mesh material slot to the mesh material slot

UE - Editor - Content Pipeline - Import and Export - Jan 20, 2025

cf part 2 of that UDN https://udn.unrealengine.com/s/question/0D5QP00000rP4CG0A0/interchange-custom-collision-changes-from-fbx-pipeline?fromCase=1 ...

Replicating a non-root component with simulate physics enabled causes the component to be in the wrong place on spawn, on clients.

UE - Simulation - Physics - Jan 20, 2025

When a BP spawns another, if the spawned Actor has a non-root child component that is simulating physics, on clients, immediately after spawn, the child component will have the world position double ...

MRQ - Long text comments in the MRQ burnin takes multiple frames to properly format

UE - Anim - Sequencer - MRQ - Jan 18, 2025

Long text comments in the MRQ burnin takes multiple frames to properly format. See slack thread here: [Link Removed] ...

[Legacy][FBX] Animation curves are not added to the skeleton anymore

UE - Editor - Content Pipeline - Import and Export - Jan 17, 2025