Merge Actors Tool Simplifies Nanite Meshes

UE - Engine Scaling - Streaming - Merge Actor - May 19, 2023

Tried every combination of LOD Selection Type, Nanite enanbled/disabled, the only way it would seem to get the full number of triangles from the source mesh into the merged mesh is to disable Nanite ...

LevelInstance: Brush actors don't follow transform

UE - Engine Scaling - Streaming - Level Instances - May 16, 2023

WorldPartition: Attached Actors within Level Instances save level offset bounds

UE - Engine Scaling - Streaming - Level Instances - May 9, 2023

The proposed fix is implemented in CL 25389340 but needs further testing to make sure there are no issues caused by it. ...

Allow extending World Partition streaming partition class

UE - Engine Scaling - Streaming - World Partition - Apr 19, 2023

MaterialBaking LocalSpace Issue

UE - Engine Scaling - Streaming - Merge Actor - Apr 14, 2023

See attached project for a good repro ...

Level Instancing and Is Editor Only Actor flag

UE - Engine Scaling - Streaming - Level Instances - Apr 13, 2023

WP handles PIE Editor only properly (doesn't load the actors at all) but the old level streaming system just hides them through the FPrimitiveSceneProxy. So in this instance, the bug is that the Lev ...

Materials are added to a Model that has been modified by Cube Grid

UE - Graphics Tools - Modeling Tools - Apr 3, 2023

This is not a regression. Tested in //UE5/Release-5.1 CL23901901 Changing materials before making a change to a model with cube grid causes that previous selected material to be added to the model ...

A Kinematic controlled vehicle is not rendering correctly when it has a non-identity transform.

UE - Runtime - Character - Mar 27, 2023

There are issues with the vehicles rendered position when it is being moved in a kinematic manner, i.e, forcibly moving a vehicle (not simulating it) using either FChaosEngineInterface::SetKinemati ...

Vehicle clutch not fully simulated in Chaos Vehicle Plugin

UE - Runtime - Character - Mar 27, 2023

There is no manual clutch control exposed to users. For completeness this should be available via blueprint in the same way that the settering, throttle and brake are user controlled. ...