K2Node_FunctionEntry: Focusing "Name" property in Details panel changes function name to display format

UE - Gameplay - Blueprint Editor - Nov 13, 2023

Users can enter blueprint function names without spaces, for example PascalCase (MyFunctionName) or snake_case (my_function_name). The "My Blueprint" tab functionality for naming functions allow all ...

SkeletalMeshComponent in dedicated server causes memory leak

UE - Graphics Features - Nov 8, 2023

As dedicated server does not have viewport, USkinnedMeshComponent::BoneTransformUpdateMethodQueue array keeps growing and never clear. ...

GAS: GameplayEffect with RemovalTagRequirements in networked play triggers FScopedActiveGameplayEffectLock ensure

UE - Gameplay - Gameplay Ability System - Nov 3, 2023

Reported by multiple users. When in a networked session a GameplayEffect is automatically removed due to:a tag being added that's not allowed, or (TargetTagRequirements.RemovalTagRequirements.MustHa ...

Check inside FAssetSourceControlContextMenuState/FPerforceSourceControlProvider

UE - Editor - Workflow Systems - Oct 31, 2023

The async execution from within the context menu state is not cancelled properly when closing the context menu. This means that when rapidly opening and closing context menus there will be corruptio ...

Renaming external actor "label name" won't update in changelist viewer

UE - Editor - Workflow Systems - Oct 31, 2023

Some of the state in the View Changes menu is cached and never updated. This menu should respond to external actor label renames in the Outliner and files being moved on disk. ...

Gameplay Tags set as Default in Local Variables do not show as references in Reference Viewer

UE - Gameplay - Oct 30, 2023

Normal variables with gameplay tag defaults will show up in the reference viewer.Other reference types used as a local variable default value will show up in the reference viewer correctly. ...

Renaming a level by WorldPartitionRenameDuplicateBuilder fails if the level contains GroupActor with non-spatial actors

UE - World Creation - Worldbuilding Tools - World Partition - Oct 24, 2023

Referece to the source level should be fixed by FReplaceObjectRefsArchive, but it is not working because ArIsModifyingWeakAndStrongReferences is not set. It can be fixed by setting the flag.class FR ...

Collision build of LiDAR point cloud assets at runtime does not apply

UE - Editor - Content Pipeline - Datasmith - Oct 24, 2023

Collision build at runtime for LiDAR point cloud does not apply. This applies to Editor and Standalone. If you do not allow collision builds at runtime, this module should not be available at runtim ...

Non-existing config file loading could cause memory leak

UE - Foundation - Core - Oct 19, 2023

The cause of this problem is the Engine has code paths which register a new allocated object to Map without deleting the previous object. In the repro project, whenever hitting Space Bar, the level ...

A disabled Niagara component is respawned unexpectedly by scalability system in some edge cases

UE - Niagara - Scalability - Oct 17, 2023

Even after manually Deactivating a Niagara component, this Niagara component may be revived under certain conditions. This issue occurs when the following conditions are met before the Deactivated N ...