HLOD fading reset after view reset

UE - Engine Scaling - Streaming - HLOD - Jan 24, 2024

From licensee:When the player pawn teleports inside a structure that is a HLOD, the dithered HLOD fading transition is not properly reset so we can see it re-starting to fade, from the inside. Our ...

Crash when calling FillDataTableFromCSVString() while viewing the contents of the data table

When the function UDataTableFunctionLibrary::FillDataTableFromCSVString() is used from Editor Utility Blueprints or Python Scripts, and the contents of the affected Data Table are currently being vi ...

Actors attached to editor only actors have incorrect location in PIE

UE - Engine Scaling - Streaming - World Partition - Jan 19, 2024

FScopedEditorWorld doesn't clean up old world when going out of scope

UE - Engine Scaling - Streaming - World Partition - Jan 19, 2024

In a commandlet, when FScopedEditorWorld exits, it leaves references behind and prevents garbage collection of the PersistentLevel and non-spatial actors. This leads to an issue when a second FScop ...

Map actor reconstruction does not reattach external non-root components

UE - Framework - Components - Jan 17, 2024

For two map placed actors, if one actor B's non root component is attached to another actor A, the attachment is not retained when actor A reruns its construction script, such as when moving actor A ...

Pre-UE5 serialized FVariant FVector data corruption when deserialized in UE5

UE - Framework - LWC - Jan 15, 2024

FVariant is a struct that implements a union of data types, including FVector. When assigning an FVariant an FVector value in engine versions UE 4.27 or earlier, the FVariant will deserialize incorr ...

Capturing backtrace of another thread in engine built with clang raises access violation exception

UE - Core - Systems - Jan 11, 2024

Engine built with Clang throws an exception when calling RtlVirtualUnwind with a different thread ID. Engines built with Microsoft compilers do not occur this problem. For example, if starting PI ...

Animation viewports can cause debug print messages to be purged

UE - ACT Character - Control Rig - Jan 11, 2024

A change was made a while back so that control rig debug print messages would be displayed in the animation editor preview windows.  This is done via calling UEngine::DrawOnscreenDebugMessages from ...

LevelStreamingPersistence plugin improvements

UE - Engine Scaling - Streaming - World Partition - Dec 29, 2023

UDN: [Link Removed]Fix SaveToFileCommand : [Image Removed]Problem with private properties serializing structs:[Image Removed]Add support for runtime instantiated UObject classesAdd single restore c ...

Investigate copying over PhysMaterialOverride for BodyInstances in Packed Level Actors

UE - Engine Scaling - Streaming - Level Instances - Dec 19, 2023