Can't update thumbnail of Texture 2D Array asset when upate source texture resource.

UE - Editor - Datasmith - Nov 9, 2022

Texture2DArray asset thumbnails are not reflected when the source file texture is changed. Once a Texture2DArray asset is opened and loaded, the thumbnail will follow any subsequent source file upda ...

Streaming Nodes and Runtime LiDAR point clouds causes Engine to Crash

UE - Editor - Datasmith - May 16, 2022

Frequent runtime operations on Lidar Point Cloud Octree cause Access Violation ExceptionEdit The Exception occurs while checking bInUse value of QueuedNode, which suggests that this QueuedNod ...

Crash in point cloud when building collision

UE - Editor - Datasmith - May 6, 2022

From a user report: It happens after I play the game in a new window from the editor. I noticed it may be related to building collisions for a point cloud on runtime: [Link Removed] If I don't bui ...

Level Variant Bindings are lost when saving level with a different name

UE - Editor - Datasmith - May 5, 2022

When saving a level, that has a level variant asset in it, with a different name, the bindings within the level variant are broken. ...

Re-import Groom asset not working in UE5-Preview2

UE - Editor - Datasmith - Mar 16, 2022

When "re-import" or "re-import with new file" a groom asset in UE5 Preview2, the groom failed to update with the new data/file, still ...

There's no motion blur on streaming GeometryCache

UE - Editor - Datasmith - Sep 28, 2021

UDN customer mentioned: "there looks to be support for motion vectors as exported from DCC apps (for rare cases like fluid sim), but regular in-engine motion vector calculation for regular motion bl ...

GeometryCaches don't implement CreateHitProxies to create a unique hitproxy per section/material

UE - Editor - Datasmith - Sep 3, 2021

This causes the ObjectId pass in MRQ to fail to distinguish between materials in the resulting Cryptomatte file. It looks like FGeometryCacheSceneProxy doesn't implement CreateHitProxies so it's f ...