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 ...

CPF_TextExportTransient and RF_TextExportTransient inconsistent behavior

UE - Framework - Blueprint - May 23, 2024

The TextExportTransient can be specified as a property flag and object flag. Behavior is inconsistent: there are many ways in which an object marked TextExportTransient can still be part of the text ...

Stale VSM pages after HLOD transition

UE - Graphics Features - Shadows - May 23, 2024

Virtual Shadow Maps do not invalidate pages when HLODs replace meshes. This can lead to inconsistencies between the geometry and the shadows, which can cause artifacts as pages are invalidated. ...

LogAssetRegistry Error produces a path error when referring to assets on a junction/hard link/soft link

UE - Foundation - Data Pipeline - Cooker - May 23, 2024

IAssetRegistry::GetChecked().ScanPathsSynchronous() now eventually calls FPathExistence::LoadExistenceData and logs the errorFPathExistence failed to gather correct capitalization from disk for <p ...

Inconsistent handling of child actor component mobility mismatches.

UE - Framework - Components - May 22, 2024

If you have; BP_Foo, that has a ChildActorComponent of BP_Bar, and you set the Mobility of BP_Bar to Moveable, then place BP_Foo in a level and cook it. BP_Bar will end up at origin with a static at ...

Crash on FPBDIslandManager::Reset() when exiting PIE

UE - Simulation - Core - May 21, 2024

The editor might crash when stopping PIE in some scenarios ...

Selected tool using ScriptableTool might get closed when selecting an exposed property.

UE - Graphics Tools - Modeling Tools - May 21, 2024

When using a created tool of the ScriptableTool plugin, and setting an InstanceEditable variable, the tool might get close. For this to happen, we need to have a ToolPropertySet attached to the too ...

PCGComponent in PCGVolume is called "PCG Component", breaking t3d serialization

UE - World Creation - Procedural Tools - PCG Component - May 21, 2024

From PCGVolume.cpp: PCGComponent = ObjectInitializer.CreateDefaultSubobject<UPCGComponent>(this, TEXT("PCG Component")); The Component name with a space does not support a round trip through FSof ...

Blueprints might get corrupted after inheriting multiple times.

UE - Framework - Blueprint - May 17, 2024

Blueprints might get into a corrupted state when they are inherited for a big number of times. Starting from a C++ class, if you then create a BlueprintClass from the C++ class, and keep creating ne ...