"StaticFindFirstObject: Ambiguous object name" on delegates with timelines in packed level actors

UE - World Creation - Worldbuilding Tools - Level Instances - Jan 31, 2024

WPO is incorrectly generated on materials using Material Attributes as input to Landscape Layer Blend node

UE - Rendering - Architecture - Materials - Jan 31, 2024

This comes from this UDN : [Link Removed] It occurs with this setup :  [Image Removed] , where Set Material Attributes expressions act as inputs to the Landscape Layer Blend material expression. ...

Warning spam when binding the "Frame" property of the HeterogeneousVolumeComponent on the Sequencer

UE - Niagara - Jan 24, 2024

I think it doesn't like the "bPlaying == false" expression for the EditCondition meta tag on the UPROPERTY... You also get these warnings every single time the Sequencer plays through a keyframe on ...

HLOD fading reset after view reset

UE - World Creation - Worldbuilding Tools - 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 ...

Request to ensure all setup parameters have units described in tooltips

UE - Runtime - Character - Jan 22, 2024

UDN customer requests that all parameters have units in their tooltips. Need to do a sweep and check what might be missing. This is not a regression, the information will have never been their in t ...

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 ...

Incorrect Redirector(s) created when renaming a LevelSequence

UE - Core - Systems - Jan 19, 2024

Renaming the LevelSequence also renames the internal DirectorBP. Renaming the BP triggers the rename of its BlueprintGeneratedClass asset. A Redirector will be created for the BGC but it will be in ...

Actors attached to editor only actors have incorrect location in PIE

UE - World Creation - Worldbuilding Tools - World Partition - Jan 19, 2024

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

UE - World Creation - Worldbuilding Tools - 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 ...