Editing parent emitters with mesh renderer in a niagara system causes crash

UE - Rendering - Niagara - Nov 9, 2021

After editing the parent emitters of a Niagara system with mesh renderer particles the engine will crash the next time the editor and system are opened.  This was tested with both engine content cub ...

Numpad + Shift does not release keystrokes

UE - Gameplay - Input - Nov 9, 2021

The combination of Numpad + Shift seems to have various problems. https://answers.unrealengine.com/questions/899468/what-is-the-issue-with-shift-num-key-combinations.html ...

Subobject delimiter replacement in ResolveName can cause previously valid strings to exceed NAME_SIZE

UE - Foundation - Core - UObject - Nov 8, 2021

ResolveName will replace the subobject delimiter (colon) with two periods. This increases the length of the string, and can cause asserts due to the string exceeding NAME_SIZE even when the name was ...

Pending Take automatically sets Sequencer to Allow All Edits

UE - Anim - Sequencer - Nov 8, 2021

Virtual Production stage using "Allow Sequencer Edits Only" as default setting to avoid boxes in Multiuser session accidentally submitting level edits to the session and thereby corrupting the "base ...

Crash on opening Control Rig asset that was created in UE5-EA

UE - Anim - Rigging - Control Rig - Nov 8, 2021

This issue was found from an external user on Twitter using UE5-Early Access - [Link Removed] The crash happens on asset load.  User says that they were following Gabriele's video - [Link Removed] ...

Crash when reimporting SkeletalMesh with custom LOD

UE - Editor - Framework - Import and Export - Oct 29, 2021

In the case of "Reimport Base Mesh + LODs", there is no crash. ...

Travelling between two levels that share a sublevel will not update the positions of those actors in that sublevel

UE - LD & Art - World Building - Oct 28, 2021

If you travel between two levels that both share the same sublevel then the actors within that shared sublevel will not update their positions regardless of their positions being saved at different ...

MoviePipeline: Can't inherit from UMoviePipelineSetting in BP due to PURE_VIRTUAL

UE - Anim - Sequencer - Oct 28, 2021

IsValidOnMaster/IsValidOnShot need to be BlueprintNativeEvents with a default C++ implementation and allow derived classes to override the function. This is needed so that you can create custom set ...

USkeletalMesh::SetSkeleton function is not a BlueprintSetter

UE - Editor - Framework - Asset Build - Oct 28, 2021

I have a fix ready for this in cl: 17967661 ...