AssetLocalization does not work and the asset does not switch to localization asset even if culture is specified

UE - AI Workflows - UI Systems - Localization - Dec 20, 2024

Asset localization does not work. When playing in standalone, it shows "jp" texture instead of "en" texture even if "-culture=en" is set. This appears to be a regression issue, as the localization w ...

Foliage unbuilt instances have incorrect LOD

UE - Engine Scaling - Streaming - Foliage - Dec 13, 2024

From licensee: Foliage instances are not drawn correctly/the wrong LOD is selected while painting in FoliageMode. This is more apparent when setting InstanceSettings>CullDistance>Max to a value != ...

Improve performance when creating multiple Data Layer Instances

UE - Engine Scaling - Streaming - Dec 10, 2024

Every time AWorldDataLayers::CreateDataLayer is called,  UDataLayerManager::ResolveActorDescContainersDataLayers() gets called and iterates on all actordescs of the world.When creating multiple data l ...

Issue with PLA Editing inside another PLA causes Z-Fighting or Mesh Disappearance.

UE - Engine Scaling - Streaming - Dec 6, 2024

When editing a Packed Level Actor (PLA) that is inside another PLA, z-fighting or mesh disappearance will occur. More specifically, it is seen when duplicating a mesh inside the PLA, upon saving the P ...

Editor Crash When Using FRequestPlaySessionParams GlobalMapOverride To Load World Partition Map

UE - Engine Scaling - Streaming - Data Layers - Dec 6, 2024

The licensee has been using a custom CVAR to launch directly into PIE for a world partition level. Since updating to 5.4, this now causes an editor crash. The main factor appears to be whether or no ...

When trying to snap selected foliage down to the ground using end key, if the mesh has collision complexity to "Use Simple Collision As Complex" and foliage collision preset to "BlockAll", the foliage selected will not move.

UE - Engine Scaling - Streaming - Foliage - Dec 5, 2024

Using the "end" key on foliage selected with collision preset to "BlockAll" and the mesh collision complexity set to "Use simple Collision as Complex", the foliage will not move. This is wrong becau ...

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

UE - Engine Scaling - Streaming - Level Instances - Dec 5, 2024

Crash when committing level instances containing invalid child actor components

UE - Engine Scaling - Streaming - Level Instances - Dec 4, 2024

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 ...