Can't record float properties

UE - Anim - Sequencer - Jun 24, 2022

Crash when cooking landscape collision in world partitioned level

UE - LD & Modeling - Terrain - Landscape - Jun 24, 2022

This is caused by the loss of data in the ULScapeHeightfieldCollisionComponent::CollisionHeightData. The CollisionHeightData is not marked as BULKDATA_PayloadInSeperateFile and is processed with a k ...

Foliage is placed on LevelInstanceActor does not follow basecomponent when the LevelInstanceActor moves

UE - World Creation - Worldbuilding Tools - Foliage - Jun 24, 2022

Foliage usually follows when the Transform of the placed ground or floor changes. However, if the ground or floor is a Level Instance Actor, it will not follow. The cause is in the code below. voi ...

Hierarchical LOD meshes are not frustum/occlusion culled

UE - World Creation - Worldbuilding Tools - HLOD - Jun 24, 2022

Hierarchical LOD meshes are not frustum/occlusion culled ...

Moving foliage instances on static mesh beyond the IFA grid boundary does not incorporate it into the correct IFA

UE - World Creation - Worldbuilding Tools - Foliage - Jun 22, 2022

WorldPartitionFoliageBuilder commandlet can incorporate foliage instances into the correct IFA. But it removes the connection information between base meshes and the foliage instances. ...

If DeferRunningConstructionScripts is executed in LoadMap, BeginPlay will be executed before ConstructionScripts.

UE - Foundation - Core - Jun 22, 2022

DeferRunningConstructionScripts has been added as a workaround for a issue by asynchronous mesh compilation, but it doesn't consider BeginPlay. Therefore, if DeferRunningConstructionScripts is execu ...

When SimpleLink and SmartLink are enabled, CustomLinkId is sometimes missing.

UE - AI - Navigation - Jun 21, 2022

If trying to find NavLinkProxy with SimpleLink and SmartLink enabled by searching the path,  sometimes CustomLink is not found (CustomLinkId=0). Since only one NavLinkProxy is located on the level, ...

Crash when duplicating a skeletalmesh in runtime

UE - Editor - Content Pipeline - Asset Build - Jun 20, 2022

Load Error with DeferredDependencyLoading

UE - Gameplay - Blueprint Editor - Jun 19, 2022

If re-define the macro USE_CIRCULAR_DEPENDENCY_LOAD_DEFERRING to 0, the component is editable in detail panel. But I'm sure it's not a good fix. ...