Large World Coordinates appears to not work for Niagara Mesh Particles

UE - Graphics Features - Nov 28, 2024

When a Niagara System is placed at around 10^8 units away from the origin, the movements of the mesh particles aren't smooth as expected, but jumpy. These particles behave as if they are using a flo ...

Game thread anim task evaluation can happen on first frame update even when bTickAnimationOnSkeletalMeshInit is unset

UE - Anim - Runtime - Anim Blueprints - Nov 28, 2024

The bTickAnimationOnSkeletalMeshInit should prevent a game thread update of the anim instance on the frame that a mesh is spawned.  However, a bug in RefreshBoneTransforms is resulting in a game thr ...

Fix deadlock between sk component and sk build or import

UE - Editor - Content Pipeline - Import and Export - Nov 27, 2024

Fix deadlock when skeletal mesh component is shown in the detail panel with physics body section category open and the skeletalmesh is re-importing or doing any other asyc task that need the game th ...

[Interchange] Time zero bind pose do not support multiple bind pose for the same bone

UE - Editor - Content Pipeline - Import and Export - Nov 27, 2024

If you import a model containing multiple mesh using the same bones but with different bind pose, the time zero skin result will be wrong. ...

LevelSequence Editor consumes input, even if the user last focused the Level Viewport

UE - Anim - Sequencer - Nov 27, 2024

LevelSequenceEditor has input priority over the Level viewport and other editor modules even though the Level viewport has been the last one selected. An example would be a cut operation. If you ha ...

In LandscapePatchComponent, expose HeightTextureAsset and HeightSourceMode to BP

UE - Graphics Tools - Terrain - Landscape - Nov 26, 2024

Requested by UDN : https://udn.unrealengine.com/s/case/500QP00000RyWvAYAV/requesting-an-engine-mod-to-access-certain-landscape-texture-patch-properties-in-blueprints-via-getters?fromCase=1 ...

When dragging a keyframe on top of another, it keeps both keyframes instead of overriding

UE - Anim - Sequencer - Nov 23, 2024

When dragging a keyframe on top of another, it keeps both keyframes instead of overriding ...

A welded hierarchy blocks updates to collision settings on all but the root primitive. Calling SetCollisionResponseToChannel on the children won't work.

UE - Simulation - Physics - Nov 22, 2024

A welded hierarchy blocks updates to collision settings on all but the root primitive. Calling SetCollisionResponseToChannel on the children won't work. The licensee noticed that IPhysicsProxyBase* ...

GatherDebugData not setup for new animation nodes.

UE - Anim - Runtime - Anim Blueprints - Nov 22, 2024

There are some gather debug calls not setup for new anim nodes, interrupting the gathering of the rest of the chain for the animation debug screens. OffsetRootBone OverrideRootMotion Steering DeadB ...