Crash when calling FillDataTableFromCSVString() while viewing the contents of the data table

When the function UDataTableFunctionLibrary::FillDataTableFromCSVString() is used from Editor Utility Blueprints or Python Scripts, and the contents of the affected Data Table are currently being vi ...

DeterminesOutputType and AutoCreateRefTerm are not compatible

UE - Gameplay - Blueprint Compiler - Jan 19, 2024

The issue is due to the UK2Node_PureAssignmentStatement node that's created during node expansion when AutoCreateRefTerm is used on the target function. In the attached DOTBug image, you can see tha ...

[AI] Updating an HISM instance transform breaks the navmesh on all of the HISM instances.

UE - AI - Navigation - Jan 19, 2024

Navmesh does not generate correctly around HISM instances when one instance has its transform updated. The most noticeable change is that adjusting the scale of an instance's transform will cause th ...

FixupRedirector issues with packages containing multiple public assets (commandlet and FAssetFixUpRedirectors)

UE - Anim - Sequencer - Jan 19, 2024

A customer is reporting that a renamed LevelSequence will continuously be resaved when Fixing the Redirectors from the Content Browser. The problem would be the incorrect redirector for the Blueprin ...

Incorrect Redirector(s) created when renaming a LevelSequence

UE - Anim - Sequencer - Jan 19, 2024

Renaming the LevelSequence also renames the internal DirectorBP. Renaming the BP triggers the rename of its BlueprintGeneratedClass asset. A Redirector will be created for the BGC but it will be in ...

Actors attached to editor only actors have incorrect location in PIE

UE - World Creation - Worldbuilding Tools - World Partition - Jan 19, 2024

FScopedEditorWorld doesn't clean up old world when going out of scope

UE - World Creation - Worldbuilding Tools - World Partition - Jan 19, 2024

In a commandlet, when FScopedEditorWorld exits, it leaves references behind and prevents garbage collection of the PersistentLevel and non-spatial actors. This leads to an issue when a second FScop ...

Light components do not appear in the details panel when copy-pasted from a level to a blueprint's component hierarchy

As per the steps to reproduce, copy-pasting light actors from a world outliner into a blueprint's component hierarchy in the blueprint editor will result in the expected light component not to show ...

Opening a Niagara asset that references a disabled plugin (Chaos Niagara) can crash the editor

UE - Niagara - Jan 18, 2024

Opening a module with references to a disabled plugin can crash the editor.  ...

Fixing Issue in Niagara stack across particle and system stages crashes the editor.

UE - Niagara - Jan 18, 2024

The Update Persistent Audio module has a dependency on a Play Persistent Audio module. When there are two modules in different overview nodes, the automatic fix up can put the Play Persistent Audio ...