FComponentReference loses its actor reference when the target actor is reinstanced

UE - Gameplay - May 15, 2023

The "OtherActor" pointer in an FComponentReference is invalidated when the referenced actor is reinstanced after compilation. ...

MaterialProxyReplace node does not work with Approximate setting in HLOD generation or Actor Merge

UE - World Creation - Worldbuilding Tools - HLOD - May 15, 2023

This is the same behavior for HLOD generation of World Partition. Replace is useful when there is a material that changes parameters with information such as camera. ...

Use a shared context in Loading instead of copying the LinkerInstancingContext

UE - DEET - EditorLoader - May 12, 2023

Current LinkerInstancingContext are copying instead of being shared internally during loading which can induce a lot of memory usage when used with World Partition which can contains a lot of mappin ...

Check in UCharacterMovementComponent::SmoothClientPosition fails when travelling between servers

UE - Gameplay - Player Movement - May 11, 2023

While attempting to connect and travel to a new server, the client's NetDriver will be shutdown, and a new pending net driver created (in UEngine::Browse). When the original NetDriver is destroyed, ...

Suspend/resume iOS Metal Crash on low end device with MTLCommandBufferErrorMemoryless error with lots of geometry

UE - Platform - Mobile - May 11, 2023

The project was built in Unreal 4.27.2 binary from the Epic Games Launcher. At this stage we have only observed the crash on devices with a hardware combination of Apple A9 1.8 GHz and 2GB of Memory ...

Reimporting static mesh doesn't respect changed lightmap settings

UE - Editor - Content Pipeline - Import and Export - May 11, 2023

Licensee reports change of behaviour between UE4 and UE5 when reimporting a mesh after changing its lightmap build settings. Change of behaviour occurred in 17404767, which was to fix a similar pro ...

Memory leak in Array draghandles in PropertyEditorHelpers.cpp

UE - Editor - Workflow Systems - May 9, 2023

SetAllBodiesBelowPhysicsDisabled functionality appears to leave bodies behind that raycasts can still interact with.

UE - Simulation - Physics - May 9, 2023

From UDN We use SetAllBodiesBelowPhysicsDisabled() to disable some bodies of our Vehicle. However by drawing the disabled bodies' particles position, we found those particles stay where they disab ...