Users can't change flags on asset entries in PSD when the asset was added via a Branch In notify

UE - Anim - Gameplay - Mar 19, 2025

Assets added to a PSD via a Branch In notify can't have their flags changed within the database. When the flags (like mirror, disable, etc) are changed, they revert back to the original value when ...

AssetRegistry has poor performance when a large map is resaved: Directory IO

UE - Foundation - Data Pipeline - Cooker - Mar 10, 2025

IO cost of directory scans is one of the costs present in the AssetRegistry when a large map is resaved. Maps can have external actors which all have to be rescanned and reported to the map for incl ...

Blueprint classes are listed in Object pickers, but will not work as expected

UE - Gameplay - Blueprint - Jul 28, 2020

Because of the way blueprints are implemented, the "Blueprint Class" asset actually points to the editor-only UBlueprint object. Because of this, all blueprint classes will show up as options for ge ...

UDataLayerManager::Initialize perf issue in Editor build

In editor, WorldDataLayers acceleration table used to map DL Names to DL instances is not created. The main reason was to avoid to handle all the case where it would need to be updated. When UDataL ...

Crash after generating HLODs for merged meshes that have all triangles culled

UE - World Creation - Worldbuilding Tools - HLOD - Jul 25, 2024

Reference to control rig can be lost on actors with multiple skeletal mesh components

UE - Anim - Rigging - Control Rig - Apr 4, 2023

In the attached project, when we initially add a control rig track for the actor with multiple skeletal mesh components, we add the control rig for the correct component because FControlRigParameter ...

CitySample - Level MassCrowd - interactions with SmartObjects/ContextualAnimScene is broken in 5.5

UE - AI - Apr 9, 2025

The 5.5 version of the CitySample project, particularly the MassCrowd scene, was not properly maintained. The previously working functionality of NPCs being able to sit on a bench is now broken. CAS ...

CookAdditionalFilesOverride Context struct

UE - Foundation - Data Pipeline - Cooker - Sep 23, 2022

virtual void UObject::CookAdditionalFilesOverride allows non-package files to be copied or created during the cook whenever a UObject of your class is in a package that is cooked. This is useful for ...

AssetManager: PrimaryAssets: Allow PrimaryAssetTypesToScan entries to be extended from plugins to add directories

UE - Foundation - Data Pipeline - Cooker - Feb 23, 2023

Game.ini:[/Script/Engine/AssetManagerSettings]:PrimaryAssetTypes is an ini setting to specify which PrimaryAssets should be used by the engine during cook to specify which packages gets cooked and w ...

Recently Placed Actor Factories can be Mismatched

UE - Editor - Workflow Systems - Apr 24, 2023

The Add Content menu in the engine (on the menu bar just above the viewport) maintains a category of Recently Placed actors. In order to remember items between runs of the editor, the Recently Place ...