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

UE - World Creation - Worldbuilding Tools - 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 ...

In a Blueprint Timeline, the Add Selected Curve Asset button doesn't function properly when a Float Track has already been added to the Timeline

UE - Gameplay - Oct 28, 2021

When selecting the Add Selected Curve Asset button with a Float Track in a Timeline, nothing appears to happen. However, if you delete the Float Track and then either add another Float Track or add ...

Dynamically Spawned Actor Components call BeginPlay before reading initial replicated properties

UE - Networking - Oct 21, 2021

Replicated actors wait until initial replicated properties are read and applied to call BeginPlay (from PostNetInit), and this is usually where the actor's components have BeginPlay called as well. ...

Deprecated components can still be added via the Add Component button

UE - Gameplay - Blueprint Editor - Oct 19, 2021

The UDN has a possible fix for this issue in the Component Type Registry You can use the following as a test C++ class: #pragma once #include "CoreMinimal.h" #include "Components/ActorComp ...

RVT output from Landscape Height gets incorrect mip cache loaded

UE - Graphics Features - Oct 13, 2021

I test it for more information for your reference:It happens only when a Landscape *Height *was output to the RVT, other Landscape's maps like BaseColor are all fine, as well as Height output from o ...

Localization Dashboard does not Localize Audio Content from Within Plugins

UE - Editor - UI Systems - Localization - Oct 12, 2021

The Localization Dashboard is not properly localizing Dialogue Wave assets that are located within plugins. This appears to be a problem with the UExportDialogueScriptCommandlet - namely, it appears ...

ListView does not update properly when game is paused

UE - Editor - UI Systems - Slate - Oct 12, 2021

The ListView widget currently depends on the UWorld's timer manager to fire an event indicating new entries have been generated (see UListViewBase::FinishGeneratingEntry). This can become a problem ...

AO denoiser propagate NaNs

UE - Graphics Features - Oct 12, 2021

IsDataValid is not called on components inherited via the Simple Construction Script

UE - Gameplay - Blueprint - Oct 7, 2021

IsDataValid is not called for components inherited via a parent's SCS. I've attached a small repro project. (4.27) ...

fbx Importer: Make sure the user has more feedback on the automatic import framerate

UE - Editor - Content Pipeline - Import and Export - Oct 4, 2021

If a user import a lot of animation in one fbx, the logic that compute the automatic framerate can diverge and hit a very high value. The maximum sample rate is 1920Hz which is very high,. The user ...