Comments in PO files are transient

UE - Editor - UI Systems - Localization - Oct 30, 2019

Comments in PO files can currently be preserved, however they're not actually imported into our archive files, which means they're reliant on the PO files never being lost (or being generated via so ...

[Feature Request] Validate resource lifetimes in Mesh Draw Commands to help debug dangling pointers.

UE - Graphics Features - Nov 22, 2019

Mesh draw commands don't hold strong references to resources. When caching mesh draw commands, their lifetimes can match the parent scene proxy, which can be very long. This increases the chance tha ...

StaticMesh reimport from a fbx containing multiple meshes can pick the wrong mesh

UE - Editor - Content Pipeline - Import and Export - Dec 10, 2019

Editor stalls on Mac after key up, mouse up

UE - Platform - Apple - Dec 19, 2019

UDN user reported a performance hit on Mac with the latest Hotfix release when the user is interacting with the editor either through keyboard or mouse input. This performance hit is noticeable whe ...

[Feature Request] Allow users to set the Typeface of a font of Text3D

UE - Virtual Production - Jan 10, 2020

We don't seem to be able to set the Typeface of a font in a Text3D component/actor, even though we can in a UMG TextBlock. ...

Game crashes when Panini projection enabled.

UE - Graphics Features - Jan 15, 2020

Nativized UMG widgets with animation tracks can sometimes assert with async loading enabled.

UE - Gameplay - Blueprint - Jan 18, 2020

The incorrect use of NewObject() to instance nested class-owned subobjects will force StaticAllocateObject() to reconstruct the instance that was already constructed by the outer class ctor in nativ ...

BP - Nativized builds will incur data loss in a Blueprint class that contains more than one ChildActor component and for which each had its child actor class set in the Details tab before being renamed away from "ChildActor" in the component editor tree.

UE - Gameplay - Blueprint - Jan 27, 2020

Child actor component templates, when nativized, end up being owned by the converted Blueprint class object, rather than the child actor component template. Furthermore, we don't regenerate the chil ...

HLOD proxy generation invalidates other clusters

UE - World Creation - Worldbuilding Tools - HLOD - Feb 7, 2020

When rebuilding a single HLOD proxy mesh in a world composition level that has many, the other proxy meshes will be marked as unbuilt and removed from the HLOD asset package. ...

Crash when reimporting staticmesh fail

UE - Editor - Content Pipeline - Import and Export - Feb 12, 2020

When a re import fail, we currently delete the package which in a reimport case produce a crash later. If a reimport fail we should abort and make sure the asset is not touch and exactly like it wa ...