Packed level actors have wrong transform in cooked builds when created from attached actors

UE - World Creation - Worldbuilding Tools - Level Instances - May 28, 2024

Spline points cannot be selected on newly placed spline blueprints

UE - Editor - Workflow Systems - May 28, 2024

Licensee reports a difference in behaviour in instanced blueprints containing SplineComponents from 5.3 to 5.4, with respect to whether a placed blueprint containing spline component instance can be ...

Editing an array config property via ProjectSettings can end up editing other platform config properties.

UE - CoreTech - May 27, 2024

Platforms .ini config files can end up with incorrect data, due to how ProjectSettings manages the config data. On a Windows machine, if we open the ProjectSettings window, all the data is going to ...

DataValidationCommandlet has no GC strategy and can run out of memory on large projects.

UE - Editor - Content Pipeline - May 27, 2024

The DataValidationCommandlet can run out of memory during execution as it does not unload any of the validated assets. This does not seem to be specific to the commandlet, since the UEditorValidato ...

[bink video]Auto importing bk2 creates an asset with wrong path

RAD - Bink Video - May 27, 2024

Here is a work around : #include "binkplugin_ue4.h" UObject* UBinkMediaPlayerFactory::FactoryCreateBinary( UClass* Class, UObject* InParent, FName Name, EObjectFlags Flags, UObject* Context, co ...

Crash when undoing emitter deletion in Niagara System

UE - Niagara - Cinematics - May 25, 2024

Nanite mesh shadows not updating when CSMCaching enabled

UE - Platform - Mobile - May 25, 2024

A Nanite primitive casting a CSM shadow on another Nanite primitive with "Cast Shadows" disabled, will have it's shadow disappear completely when r.Shadow.CSMCaching = 1. ...

Packed Level Actor should adjust transforms for negatively scaled actors when adding them to ISM

UE - World Creation - Worldbuilding Tools - Level Instances - May 24, 2024

When negative scaling is applied to an instance of an ISM, the instance transform is updated to apply a rotation instead. The same thing should happen when packing actors into ISMs for Packed-Level ...

Actors in always loaded sublevels are not immediately recorded into replays

UE - Networking - May 24, 2024

In FReplayHelper::ReplicateActor, we check Connection->ClientHasInitializedLevel(Actor->GetLevel()) to see if the actor should create a channel or not. However, the DemoNetConnection does not have a ...

delete_all_material_expressions_in_function Doesn't delete all expressions in one go.

UE - Rendering Architecture - Materials - May 24, 2024

UDN: https://udn.unrealengine.com/s/case/500QP000009NxNBYA0/deleteallmaterialexpressionsinfunction-doesnt-delete-all-expressions-in-one-go?fromCase=1 A UDN user is reporting that the delete_all_mat ...