Static Mesh Only enabled Foliage Actor causes serialization error in packaged game

UE - World Creation - Worldbuilding Tools - Nov 24, 2023

The crash can be worked around by modifying FFoliageISMActor::Serialize as following code : void FFoliageISMActor::Serialize(FArchive& Ar) { #if WITH_EDITORONLY_DATA     if (!Ar.IsCooking()) // ...

GAS: Ability granted by GameplayEffect (GE) while in AbilityList scope lock is not removed if that GE is removed before exiting scope lock

UE - Gameplay - Gameplay Ability System - Nov 23, 2023

When a GameplayEffect (GE) grants an GameplayAbility (GA) via an AbilitiesGameplayEffectComponent on the GE, that ability will not be correctly removed if that GE is added and removed within an Abil ...

Actors unrelated to the changelist being validated cause errors

UE - World Creation - Worldbuilding Tools - World Partition - Nov 22, 2023

When validating a changelist, unrelated errors to the changelist can appear. Here's an example of running the validation on a cl named "temp cl" which just contains a single actor "Cylinder". The A ...

Crash when spawning actor with no viewport initialized

UE - Editor - Workflow Systems - Nov 22, 2023

If an attempt to spawn an actor is made before the Level Editor Viewport is fully initialized (i.e. before it has had a chance to get rendered at least once), and that actor has no specific Factory ...

FPropertySoftPath::Resolve doesn't resolve c-array elements properly

UE - Gameplay - Nov 20, 2023

a fix was proposed in the UDN but it needs to be tested and revised ...

Expensive WaitForTask in SceneCapture2D

UE - Rendering Architecture - Nov 20, 2023

UDN users have reported that expensive scene captures stall the render thread due to RDG flushing the RHI thread for resource deletion. This only needs to happen once per frame. ...

Single sided complex collision mesh collision blocks character movement from backside

UE - Simulation - Physics - Query - Nov 17, 2023

Commenting out the branch in FTriangleMeshSweepVisitor::VisitSweep is a work-around.if (CullsBackFaceSweepsCode != 0) { if (VectorMaskBits(IsBackFace)) { // Don't cull the back face ...

Duplicate child actor created on client in editor

UE - Networking - Nov 17, 2023

This seems to be related to the fix for [Link Removed]. Part of that fix made sure that the child actor component recreates the child actor when GIsReconstructingBlueprintInstances is true, as previ ...

In-editor hitch when deleting one actor in a world with many loaded actors

UE - Foundation - Core - Nov 17, 2023

When editing a level with many actors (1000+), deleting an actor results in a noticeable hitch: the editor becomes unresponsive for seconds. This hitch becomes longer the more actors are loaded and ...

GroupActor has incorrect streaming bounds when created in level instances

UE - World Creation - Worldbuilding Tools - Nov 16, 2023