ResavePackages Commandlet Consistently Crashes in 5.3 In Material PreSave

UE - Rendering Architecture - Materials - Feb 20, 2024

Running the ResavePackages commandlet will consistently result in a crash. The callstack is here: Assertion failed: !IsRooted() [Link Removed] [Line: 265] UnrealEditor_Engine!UMaterialInterface::P ...

CharacterMovementComponent: make crouching behavior compatible with custom gravity direction

UE - Gameplay - Components - Feb 20, 2024

CharacterMovementComponent has recently received support for custom gravity directions. Crouch logic needs to be updated to account for custom directions. Currently, crouching logic in CMC assumes Z ...

Cumulative Patching does not work with Pak signing

UE - Foundation - Feb 20, 2024

Cumulative patching is implemented by copying the generated pak files during staging of the base and each patch to the Releases directory. When creating a patch, all of the pak files from the releas ...

Copied Actors in World Partition Levels Maintain References to Actors They Are Copied From

UE - World Creation - Worldbuilding Tools - World Partition - Feb 19, 2024

When an Actor is duplicated in the editor inside a world partition level it maintains references to the Actor it is a copy of. This can cascade, i.e. Actor C, which is a copy of Actor B which is a c ...

UDN - Crash reverting SkeletalMesh unsaved changes

UE - Editor - Content Pipeline - Asset Build - Feb 19, 2024

Blueprint "Diff Against Depot": Restoring an instanced object results in reference to the object in the temporary diff asset

UE - Gameplay - Blueprint - Feb 19, 2024

When diffing a blueprint against depot via the Content Browser context menu action "Revision Control > Diff Against Depot", restoring an instanced object property from the depot version results in t ...

Replace Transform Track setting not used when importing FBX through scripting.

UE - Anim - Sequencer - Feb 16, 2024

Importing the fbx uses the default settings, which aren't accessed through scripting, so they cannot be changed. To circumvent this  MovieSceneToolHelpers::ImportFBXIfReady caches the defaults, and ...

MoviePlayer loading screen with FLoadingScreenAttributes::bAllowEngineTick results in high DeltaSeconds tick post-playback

UE - Gameplay - Feb 16, 2024

IGameMoviePlayer playback of a movie during loading screen lets you set bAllowEngineTick  = true as a parameter. This will make FDefaultGameMoviePlayer manually tick the engine: if (GEngine && bAll ...

UNetDriver server-side hitch results in ActorInfo->NextUpdateTime far into future

UE - Networking - Feb 16, 2024

A high UWorld::Tick DeltaSeconds (i.e. GameThread hitch) results in a high UNetDriver::TickFlush DeltaSeconds. This DeltaSeconds can high (many seconds) if the hitch is long. This value then affects ...

In Editor, Blueprint resources are not freed up when the Blueprint is closed

UE - Gameplay - Blueprint - Feb 16, 2024

It appears that the preview scene used to render thumbnails is not destroyed after a thumbnail is rendered, even after the blueprint editor is closed and GC is run. Also found in Release-5.4, CL: 31 ...