Assert during HLOD Mesh Build with Degenerate Triangles in a Mirrored Mesh Instance

UE - Editor - Content Pipeline - Import and Export - Apr 14, 2023

Licensee reports an issue with MeshDescription indexing when reversing a degenerate triangle. ...

MaterialBaking LocalSpace Issue

UE - World Creation - Worldbuilding Tools - Merge Actor - Apr 14, 2023

See attached project for a good repro ...

Custom Transition Notification Events are not searchable in Find in Blueprint

UE - Anim - Gameplay - Apr 14, 2023

Custom Transition Notification Events in ABP's StateMachine are not searched. Therefore, users cannot search where a particular Custom Transition Notification Event is defined. ...

Level Instancing and Is Editor Only Actor flag

UE - World Creation - Worldbuilding Tools - Level Instances - Apr 13, 2023

WP handles PIE Editor only properly (doesn't load the actors at all) but the old level streaming system just hides them through the FPrimitiveSceneProxy. So in this instance, the bug is that the Lev ...

CopyFileUnderSourceControl Fails on Already Resolved Files

UE - Editor - Workflow Systems - Apr 12, 2023

CopyFileUnderSourceControl has instances when the response is not a success even though the files are copied successfully under source control. It seems FPerforceCopyWorker::Execute() tries to reso ...

Inconsistent Behavior for MarkFilesForDelete/MarkFileForDelete

UE - Editor - Workflow Systems - Apr 12, 2023

MarkFilesForDelete stops the files from getting deleted if they are checked out by others while, MarkFileForDelete (non-batched version) has no problem deleting such files. It looks like MarkFilesF ...

Cooking crash during shutdown with no useful error

UE - Simulation - Physics - Apr 11, 2023

Sometimes some of actors are destroyed after the destruction of the solver through the garbage collector. In this case, the app crash in FChaosScene::RemoveActorFromAccelerationStructureImp because ...

MultiMonitor inconsistent resolution issues.

UE - Editor - UI Systems - Slate - Apr 5, 2023

Reference to control rig can be lost on actors with multiple skeletal mesh components

UE - Anim - Rigging - Control Rig - Apr 4, 2023

In the attached project, when we initially add a control rig track for the actor with multiple skeletal mesh components, we add the control rig for the correct component because FControlRigParameter ...