Levels can get stuck in the 'loading' state when using Incremental GC

UE - World Creation - Worldbuilding Tools - Jul 31, 2024

From licensee:"Testing incremental GC on our project we have ran into an issue with level streaming where levels will get stuck in the 'loading' state in packaged builds. The issue appears to be due ...

Client disconnect during seamless travel results in incorrect NumPlayers and NumTravellingPlayers

UE - Networking - Jul 31, 2024

This issue seems to stem from HasClientLoadedCurrentWorld returning true in AGameMode::RemovePlayerControllerFromPlayerCount. When removing a player controller, the GameMode checks if a seamless tra ...

Foliage breaking when used Sublevels into a Persistent Level

UE - World Creation - Worldbuilding Tools - Foliage - Jul 31, 2024

Duplicating an imported socket wrongly displays the duplicate as also imported

UE - Graphics Tools - Modeling Tools - Mesh Editing - Jul 31, 2024

The duplication of an imported mesh wrongly marks it as also imported from the source mesh. The probable cause is data duplication without taking this edge case into account. I suggest checking Unr ...

Landscape Transparent with r.Lumen.DiffuseIndirect.Allow 0

UE - Graphics Tools - Terrain - Landscape - Jul 31, 2024

FILTER_COMMANDLINE_LOGGING cannot be used without forcing UE_COMMAND_LINE_USES_ALLOW_LIST

UE - CoreTech - Jul 30, 2024

There's two ways to affect the commandline in CommandLine.cpp: FILTER_COMMANDLINE_LOGGING - for filtering certain or all args (if left empty) from the log. UE_COMMAND_LINE_USES_ALLOW_LIST - for on ...

HideBoneByName translates bone to parent which breaks skinning

UE - Anim - Jul 30, 2024

Calling HideBoneByName on a bone causes that bone (and all it's children) to be translated to the parent bone's location.  This code in UpdateRefToLocalMatricesInner is responsible: bool bNeedToHid ...

Memory leak when Lumen is disabled but r.MeshCardRepresentation=1

UE - Graphics Features - Lumen - Jul 29, 2024

When Lumen is disabled, but the cvar "r.MeshCardRepresentation" is set to 1, Lumen will continuously enqueue object removal from the Lumen Scene, without ever emptying the array of primitives to rem ...

Removal of ReplacementSceneComponent leaves trashed components during WorldPartitionResaveActorsBuilder

UE - World Creation - Worldbuilding Tools - World Partition - Jul 25, 2024

Running WorldPartitionResaveActors builder can detach attached actors. ...

Crash after generating HLODs for merged meshes that have all triangles culled

UE - World Creation - Worldbuilding Tools - HLOD - Jul 25, 2024