Some painted foliage appears distorted when moving a selected foliage.

UE - World Creation - Worldbuilding Tools - Foliage - Oct 30, 2023

Gameplay Tags set as Default in Local Variables do not show as references in Reference Viewer

UE - Framework - Blueprint Editor - Oct 30, 2023

Normal variables with gameplay tag defaults will show up in the reference viewer.Other reference types used as a local variable default value will show up in the reference viewer correctly. ...

[Task] Automated Previous Transforms

UE - Graphics Features - Oct 26, 2023

Correct motion vectors are required for things like anti-aliasing to work. Currently ISM/HISM don't support tracking to do this automatically. This is a frequently reported problem for licensees and ...

Control Rig Function Access Specifier Combo box not closing after selection

UE - Anim - Rigging - Control Rig - Oct 25, 2023

From a UDN Customer. When switching a control rig's access specifier from public to private and vice versa, the options of the combo box does not hide after the selection, it stays open until you p ...

Material param reset bug on landscape

UE - Graphics Tools - Terrain - Landscape - Oct 25, 2023

From licensee:When a material instance is applied to a landscape in a scene and the user resets param in that material instance, that edit is not applied to rendered landscape (while it is if the ma ...

Non-edit layers landscape don't work adequately with Nanite landscape while painting

UE - Graphics Tools - Terrain - Landscape - Oct 24, 2023

Result : while displaying the Nanite version of the landscape, the paint layers behave erratically (see video : [Link Removed])  If rebuilding the Nanite data, the bug gets fixed until the user sta ...

Renaming a level by WorldPartitionRenameDuplicateBuilder fails if the level contains GroupActor with non-spatial actors

UE - World Creation - Worldbuilding Tools - World Partition - Oct 24, 2023

Referece to the source level should be fixed by FReplaceObjectRefsArchive, but it is not working because ArIsModifyingWeakAndStrongReferences is not set. It can be fixed by setting the flag.class FR ...

Collision build of LiDAR point cloud assets at runtime does not apply

UE - Editor - Content Pipeline - Datasmith - Oct 24, 2023

Collision build at runtime for LiDAR point cloud does not apply. This applies to Editor and Standalone. If you do not allow collision builds at runtime, this module should not be available at runtim ...

Unexpected corrections when sliding against other characters

UE - Gameplay - Player Movement - Oct 19, 2023

We are seeing unexpected movement corrections sometimes when pushing one player character up against another character that isn't moving, or against other static primitives that have round features ...