Crash when changing an actor's variable type from vector to transform

UE - Framework - LWC - Oct 25, 2022

It looks like this is some fallout from CL 19405683. If we change a variable from vector to transform, it'll pass this check:if(Tag.StructName == NAME_Transform) {     Struct->SerializeTaggedProp ...

Use Borderless Window setting doesn't work on Mac

UE - Platform - Mac - Oct 10, 2022

[Link Removed] The UseBorderlessWindow setting appears to not be implemented on Mac. We currently only apply the NWWindowStyleMaskBorderless style for tooltips and other "irregular" windows, so w ...

Create ini setting for DirectoriesToAlwaysStageAsUFSChunkRules to specify the chunks for UFS files.

UE - Core - Data Pipeline - Cooker - Sep 23, 2022

Some plugins and projects are staging large amounts of AdditionalUFS files, and the only way to specify their chunk for streaming and optional install is using PakFileRules.ini. Add a setting in Ga ...

Breaking level instances does not adequately fix up actor references

UE - Engine Scaling - Streaming - Level Instances - Aug 29, 2022

Details in link. ...

Crash when dragging and dropping sub-level Actors into HLOD Outliner

UE - Engine Scaling - Streaming - HLOD - Aug 25, 2022

In 4.27.2 a new cluster is created without any problem. ...

Editor-only blueprints like WidgetBlueprint are not added to cooked asset registry class hierarchy

UE - Core - Systems - Aug 10, 2022

Both the Asset Registry and Asset Manager look for all subclasses of UBlueprintCore and use that to search for blueprint classes and construct an inheritance hierarchy. This always works in editor b ...

changing level visibility causes levels moves to strange position when using world origin shift

UE - Engine Scaling - Streaming - Jul 20, 2022

Selecting another level while the level is hidden cause the level moves to incorrect position. it occurs only when using world origin shift in world setting. ...

FPlatformMisc::RequestExit freezes app in IOS

UE - Platform - Mac - Jul 12, 2022

See the UDN question (duplicated below). I think we need to better manage the lifetime of the event we use for synchronization here. We are experiencing an issue where when FPlatformMisc::Request ...

[Merge Actor] Lightmap UVs are broken after merging meshes

UE - Engine Scaling - Streaming - HLOD - Jul 11, 2022

This issue occurs when merging static meshes that have multiple LODs. If they are using UV1 for lightmap index, after merging, the UV1 of the result for each LODs will all be differents, making the ...