SplineMeshActors all share the first spline placed rather than their own spline when using the mobile renderer.

UE - Graphics Features - Nov 17, 2023

SplineMeshActors all share the first spline placed rather than their own spline when using the mobile renderer. This was first reported in this UDN: https://udn.unrealengine.com/s/question/0D54z0000 ...

Single sided complex collision mesh collision blocks character movement from backside

UE - Simulation - Physics - Query - Nov 17, 2023

Commenting out the branch in FTriangleMeshSweepVisitor::VisitSweep is a work-around.if (CullsBackFaceSweepsCode != 0) { if (VectorMaskBits(IsBackFace)) { // Don't cull the back face ...

Duplicate child actor created on client in editor

UE - Networking - Nov 17, 2023

This seems to be related to the fix for [Link Removed]. Part of that fix made sure that the child actor component recreates the child actor when GIsReconstructingBlueprintInstances is true, as previ ...

In-editor hitch when deleting one actor in a world with many loaded actors

UE - Foundation - Core - Nov 17, 2023

When editing a level with many actors (1000+), deleting an actor results in a noticeable hitch: the editor becomes unresponsive for seconds. This hitch becomes longer the more actors are loaded and ...

GroupActor has incorrect streaming bounds when created in level instances

UE - World Creation - Worldbuilding Tools - Nov 16, 2023

WP level instance runtime settings affect streaming generation

UE - World Creation - Worldbuilding Tools - World Partition - Nov 16, 2023

If a level instance uses different runtime settings then it can override the main WP's runtime settings with UWorldPartitionRuntimeSpatialHash::ApplyCVars Runtime settings:GRuntimeSpatialHashUseA ...

Material previews in the content browser display the default material checkerboard

UE - Rendering Architecture - Materials - Nov 16, 2023

Occasionally material and material functions previews in the content browser are displayed with the default material checkerboard, perhaps due to shaders not being compiled. UDN users are also expe ...

Check hit in FNetworkObjectList::MarkActiveInternal for dormant actor after seamless travel

UE - Networking - Nov 15, 2023

When seamlessly traveling, FNetworkObjectList will have its data cleared. However, because FNetworkObjectList::Reset is called before FNetworkObjectList::ResetDormancyState, AllNetworkObjects will b ...

GameplayAbilitiesSystem: GameplayCues OnRemoved never firing

UE - Gameplay - Gameplay Ability System - Nov 15, 2023

This behaviour was introduced in the following changelists in 5.3: CLs 25371706 and 25407985 https://github.com/EpicGames/UnrealEngine/commit/6e985ceeb98bc0d166756ccd3e3c0b0350d02265https://github. ...