Packed level actors have wrong transform in cooked builds when created from attached actors

UE - World Creation - Worldbuilding Tools - Level Instances - May 28, 2024

Crash when undoing emitter deletion in Niagara System

UE - Niagara - Cinematics - May 25, 2024

CPF_TextExportTransient and RF_TextExportTransient inconsistent behavior

UE - Framework - Blueprint - May 23, 2024

The TextExportTransient can be specified as a property flag and object flag. Behavior is inconsistent: there are many ways in which an object marked TextExportTransient can still be part of the text ...

Stale VSM pages after HLOD transition

UE - Graphics Features - Shadows - May 23, 2024

Virtual Shadow Maps do not invalidate pages when HLODs replace meshes. This can lead to inconsistencies between the geometry and the shadows, which can cause artifacts as pages are invalidated. ...

Inconsistent handling of child actor component mobility mismatches.

UE - Framework - Components - May 22, 2024

If you have; BP_Foo, that has a ChildActorComponent of BP_Bar, and you set the Mobility of BP_Bar to Moveable, then place BP_Foo in a level and cook it. BP_Bar will end up at origin with a static at ...

Nanite Landscape crash on save

UE - Graphics Tools - Terrain - Landscape - May 21, 2024

UDN description:When landscape is flagged as Nanite enabled but nanite mesh has not been built yet, a save operation (or an auto save) triggers a fatal failed check in ULandscapeNaniteComponent::Ini ...

Selected tool using ScriptableTool might get closed when selecting an exposed property.

UE - Graphics Tools - Modeling Tools - May 21, 2024

When using a created tool of the ScriptableTool plugin, and setting an InstanceEditable variable, the tool might get close. For this to happen, we need to have a ToolPropertySet attached to the too ...

Gameplay Debugger does not currently support basic input chords

UE - Gameplay - Input - May 21, 2024

A note from the user, seems like they have a fix for this already I've changed the type of UGameplayDebuggerConfig::ActivationKey to FInputChord and with ony small changes to surrounding code it ...

Blueprints might get corrupted after inheriting multiple times.

UE - Framework - Blueprint - May 17, 2024

Blueprints might get into a corrupted state when they are inherited for a big number of times. Starting from a C++ class, if you then create a BlueprintClass from the C++ class, and keep creating ne ...