Reduce the overhead of World Partition cells UObjects on GC

UE - Engine Scaling - Streaming - World Partition - Oct 30, 2024

Users with large numbers of UObjects (500k+) that are using World Partition want to enable GC actor clustering to handle streaming levels but no performance gains are realized when enabling GC clust ...

LandscapeSplineMeshesActor instances not deleted when World Partition is disabled

UE - Engine Scaling - Streaming - World Partition - Oct 30, 2024

When landscape splines exist in a WP level, LandscapeSplineMeshesActor instances are created to allow streaming of splines. In a non-WP level, splines are components of the landscape actor. When a W ...

Objects animated in Sequencer fail to trigger collisions against stationary characters with character movement components

UE - Runtime - Character - Oct 22, 2024

When an object, such as a cube, is animated in sequencer and that object's path intersects a stationary character with a character movement component, the object will pass through the character with ...

Actor foliage does not respect "foliage.CullDistanceScale"

UE - Engine Scaling - Streaming - Oct 15, 2024

Actor foliage does not respect the "foliage.CullDistanceScale" console variable. This was brought up in a UDN: [Link Removed] ...

In Standalone mode, when reading world partition actor descriptors for BP actors, "bIsSpatiallyLoaded" receives its value from the native base class instead of the BP class, so BP actors are loaded/unloaded based on the wrong condition.

UE - Engine Scaling - Streaming - World Partition - Oct 15, 2024

Consider an actor defined in C++ with "bIsSpatiallyLoaded" set to true (the default), and a derived blueprint that overrides "bIsSpatiallyLoaded" to false. Now consider an actor instance of that blu ...

The Remove-On-Break feature, set on Fracture Mode on Geometry Collections, stops shrinking and shows strange behaviors

UE - Runtime - Deformable - Oct 15, 2024

The Remove-On-Break (ROB) feature, set on Fracture Mode on Geometry Collections (GC), was supposed to make the particle shrink until it vanishes. When the GC goes to sleep the shrinking stops and sh ...

Level Instance desaturation effect does not respect occlusion when the selected object is occluded by a Nanite mesh

UE - Engine Scaling - Streaming - Level Instances - Oct 14, 2024

When selecting an asset in a level instance that is being edited via LevelInstance/Edit, the silhouette of the object is visible through occluding nanite meshes. This has the effect of disabling th ...

World is initialized twice when opened through the Content Browser

UE - Engine Scaling - Streaming - Oct 10, 2024

When opening a Level from the Content Browser, the world gets initialized twice. This initialization process can be quite long, especially for big world using world partition. There doesn't seem to ...

Crash when closing a connection from listen server when using

UE - Engine Scaling - Streaming - World Partition - Oct 3, 2024

Decals are corrupted when VRS is enabled on some console platforms, and possibly PC

UE - Platform - Console - Rendering - Oct 1, 2024

Blocky artifacts and flickering are sometimes visible when using VRS and decals. Setting r.VRS.Decals=0 removes the flickering. See Additional Info URL for details. ...