(BUG) Sequencer Root motion breaks down when using SwapRootWithActor, translation track and transform origin actor

UE - ACT Character - Anim in Engine - Jul 19, 2024

When "Sequencer.ThreadedEvaluation.AllocationThreshold 8" is initiated, characters in a level sequence that have “Swap Root Bone Actor” activated on their animation will begin to slide very fast acr ...

Regression - Inherited component properties on actor instances of derived blueprints are silently reset to defaults when the blueprint is compiled, causing data loss

UE - Gameplay - Jul 19, 2024

In certain circumstances, when a derived blueprint is compiled, all properties from its inherited components can be silently reset to defaults on instances placed on the current level. This results ...

For a TMap with C++ enum keys, deleting and re-adding a map entry in the Editor can corrupt the map data.

UE - Editor - Jul 19, 2024

When adding an entry to a TMap using UE's property editors, in most cases the new entry comes with a default-initialized key (if such key already exists, the insertion fails). The case of a UENUM de ...

GPU ISM LOD uses bounds length instead of radius

UE - Rendering - Features - Jul 19, 2024

When calculating LOD for instances on GPU in NaniteCullingCommon.ush we use:float RadiusSq = length2(LocalBoxExtent); This doesn't exactly match the CPU logic for static mesh component LOD select ...

Sequencer- New takes will not respect project setting take number if initial asset doesn't have a shot number

zComponent - Archive - Jul 18, 2024

With 5.2, we allowed the take separator to be multiple characters long. But it would appear that when using this feature, if you don't also have a 'shot number' before the take separator, then the n ...

Sequencer- Cannot change multiple selected spawnable's class

zComponent - Archive - Jul 17, 2024

Only the first selected spawnable actor binding will have its class changed when selecting 'Change Class' from the right click menu. ...

Navmesh blocking representation for cylinders is wrongly offset when the mesh has IsDynamicObstacle=true

UE - Runtime - Character - Jul 16, 2024

In a mesh asset, setting Navigation>IsDynamicObstacle=true will make the Navigation / Cylinder Collision projection appear in a wrong position. As described in the case, the fix should reside in Na ...

Sequencer- Crash on restoring state when a user has animated level visibility as well as skeletal animation on an actor in the invisible level

zComponent - Archive - Jul 16, 2024

When a level sequence animates level visibility as well as skeletal animation on an actor within that sub-level, restoring state will first unstream the level, which will unregister the skeletal mes ...

Crash when load the levelinstance what is set "LevelBehavior=Standalone" in the stanadalone game

UE - Engine Scaling - Streaming - Level Instances - Jul 16, 2024

A crash occurs when LevelInstance with LevelBehavior set to "Standalone" is loaded in a standalone game. Specifically, when LevelInstance is deleted by moving outside the loading range of the worldp ...