Skeletal Mesh Customizable Object Node does not warn of changes to mesh sections.

UE - Anim - Mutable - Nov 12, 2024

When reimporting meshes with changes to their material sections, specifically additions, there is no indication that there will be an issue on output of a generated mesh. Ideally, we can watch for a ...

After changing SupportedAgent settings, old Recast nav mesh actor is not deleted when saving map with External Actors (OFPA) enabled

UE - AI - Navigation - Nov 8, 2024

Context Recast lets you configure multiple agent types in Project Settings > Navigation System > Supported Agents. When agents have unique settings such as agent radius, building a nav mesh results ...

External objects added through customization have incorrect behaviour with EditConditionHides

UE - Editor - Workflow Systems - Nov 7, 2024

Copy-paste the TestCode.h and TestCode.cpp into a module Activate the customization in the StartupModule() function ``` FPropertyEditorModule& PropertyModule = FModuleManager::LoadModuleChecked<FPro ...

Crash when IK Anim Node is used in post process blueprint.

UE - Anim - Rigging - Retargeting - Nov 5, 2024

If an IK Anim node is used in a post-process animation blueprint when that post-process blueprint is active in persona. It will crash attempting to get dynamically created goal components from an ac ...

Frustum culling provides inconsistent results causing particles to render even when the bounds are out of view.

UE - Niagara - Rendering - Nov 5, 2024

When the camera is just outside of the box bounds and it is angled directly away from it , it will start rendering the particles again (as determined by stat GPU differences) despite being out of vi ...

Optimization: CharacterMovementComponent doesn't need overlap check for combining moves for stationary characters

UE - Gameplay - Player Movement - Nov 4, 2024

The overlap checks are used to see if we can warp back to the previous position to combine network moves to longer moves, but making sure we wouldn't put the character in penetration when rolling ba ...

Scroll Box Dragged State Persists After Input Mode Change

UE - Editor - UI Systems - Slate - Oct 31, 2024

This is an edge case occurring when changing Input Mode while the Scroll Box is being dragged. When the Input Mode switches to Game Only, further drag actions are no longer possible. However, becaus ...

LandscapeSplineMeshesActor instances not deleted when World Partition is disabled

UE - World Creation - Worldbuilding Tools - World Partition - Oct 30, 2024

When landscape splines exist in a WP level, LandscapeSplineMeshesActor instances are created to allow streaming of splines. In a non-WP level, splines are components of the landscape actor. When a W ...

Editor Primitives do not render correctly when Composite Editor Primitives is disabled

UE - AI - Oct 29, 2024

When the Composite Editor Primitives setting is disabled, these editor primitives do not render correctly. In specific, ZoneGraph editor primitives do not render with a colour. This appears to be t ...