HLOD dialog is reporting a fatal error while trying to build HLODs in a level with a particular blueprint

UE - LD & Art - World Building - HLOD - May 11, 2022

Does not reproduce in //UE5/Main CL 20075312 HLOD dialog is reporting a fatal error while trying to build HLODs in a level with a particular blueprint the user created. HLODs build with out the blu ...

Custom data update crash - invalid memory when removing an instance from a UHierarchicalInstancedStaticMeshComponent

UE - LD & Art - World Building - HLOD - May 3, 2022

This is a race condition, did not crash with -onethread. Attached the collected threaded callstacks, although they look misaligned. Licensee has provided a suggested fix. ...

Crash on Build All Levels

UE - LD & Art - World Building - HLOD - Apr 7, 2022

Crash on Build All Levels after a HLOD warning. EXCEPTION_ACCESS_VIOLATION reading address 0x00000000000000f0 ...

RebuildHLOD UAT script doesn't properly handle the -nop4 command line flag

UE - LD & Art - World Building - HLOD - Nov 24, 2021

The script performs P4 commands even if -NoP4 was specified. It should properly handle -NoP4 by checking for  if (CommandUtils.P4Enabled) ...

Crash when spawning multiple HISM at runtime in a packaged shipping build

UE - LD & Art - World Building - HLOD - Feb 25, 2021

When adding multiple Hierarchical Instanced Static Meshes on a loop and packaging the project in Shipping configuration the application crashes due to LowLevelFatalError [Link Removed] [Line: 1431] ...

Persistent level containing sublevels with HLODS invalidate after saving.

UE - LD & Art - World Building - HLOD - Feb 22, 2021

Editor crash when delete static mesh actor include in HLOD

UE - LD & Art - World Building - HLOD - Feb 18, 2021

Skeletal mesh reduction - Material settings are lost when regenerating the LOD in a mesh with a reduced material section

UE - LD & Art - World Building - HLOD - Nov 25, 2020

Following code fixes this issue in FQuadricSkeletalMeshReduction::ReduceSkeletalMesh Section.ChunkedParentSectionIndex = bIsChunkedSection ? CurrentParentSectionIndex : INDEX_NONE; // ...