Assert / crash resolving TSoftObjectPtr when exiting PIE

UE - World Creation - Procedural Tools - PCG Core - Dec 17, 2024

The main landscape actor's outer level's WorldSettings gets nullified by GC on PIE end, which leads to this problem. For some reason, this only seems to occur with the attached custom game mode : it ...

[AI] The ZoneGraph show flag is in the ZoneGraphEditor module but used during runtime in ZoneGraph module

UE - AI - Navigation - Mar 18, 2025

The show flag for ZoneGraph lives in the ZoneGraphEditor module, but it is used for debugging at runtime by the main ZoneGraph module. There are protections around the type of build and some for EDI ...

Crash when editing Gameplay Effect containing a deleted/renamed Gameplay Attribute

UE - Gameplay - Gameplay Ability System - Mar 9, 2025

When modifying the name of a gameplay attribute that is used with a modifier on a gameplay effect, attempting to remove/change the modifier causes an editor crash. This appears to be due to line 29 ...

[UDN 16536278] Sequencer: Stuck undo buffer when using AutoKey "Can't Undo while 'SetKey Value' is in progress"

UE - Editor - Workflow Systems - Jan 15, 2025

Hello, Our animation team reported an issue with the AutoKey feature of the LevelSequencer, sometimes they will notice that after a while, the undo buffer no longer works. Unfortunately the issue ...

When changing the Visibility of a RetainerBox wrapped widget to “Not Hit-Testable(Self&AllChildren)”, the widget incorrectly accepts the hit test

UE - Editor - UI Systems - UMG - Jan 28, 2025

The result of changing the Visibility of a widget placed as a child of RetainerBox is not reflected. Here we have disabled hittest for the Button widget, but hittest is incorrectly accepted. This is ...

[bug] OIT doesn't work correctly with alpha composite blend mode

UE - Graphics Features - Substrate - Mar 4, 2025

When using OIT, AlphaComposite Materials blend as if they are using the Translucent BlendMode. The order of macro #if … #elif cases cause AlphaComposite Materials to take the same route as Transluce ...

Cards for a Groom asset do not update normals during simulation

UE - Graphics Features - Feb 13, 2025

When a groom is allowed to simulate, only the strand representation computes correct world normals for the new hair strand positions. This is especially noticeable when the groom is inverted as grav ...

Debug display of TargetingSelectionTask_AOE with cylinder is unnaturally tilted

UE - Gameplay - Gameplay Ability System - Oct 30, 2024

The following code fixes the tilt : void UTargetingSelectionTask_AOE::DebugDrawBoundingVolume(const FTargetingRequestHandle& TargetingHandle, const FColor& Color, const FOverlapDatum* OverlapDatum) ...

A Simulating Physics component with StartAwake = false will be awoken by a Welded component

UE - Simulation - Physics - Jan 10, 2025

A Simulating Physics component with StartAwake = false will be awoken by a Welded component If a welding occurs during the call to OnCreatePhysicsState, this breaks the start awake disabled flag. Th ...

OnComponentWake Event does not trigger when the physical body is awoken by a Force

UE - Simulation - Physics - Feb 27, 2025

OnComponentWake Event does not trigger when the physical body is awoken by a Force. The steps described on Steps To Reproduce is enough to replicate this behavior. The OnComponentWake event is only ...