PropertySet : changes in instancedstruct are not detected by the watch

UE - Graphics Tools - Modeling Tools - GeometryScripting - Jan 24, 2025

Hi, I tried to use for a scriptable tool the watch property node for a struct. The objective for me was to offer to my user a view of a struct in the scriptable tool and have these modifications b ...

MRQ - Skeletal Mesh motion vector are output only for the last sample of Spatial Sample Count

UE - Anim - Sequencer - MRQ - Jan 24, 2025

Skeletal Mesh motion vectors are output only for the last sample of Spatial Sample Count, while Static Mesh motion vectors are output in all samples. UDN: [Link Removed] Slack thread: [Link Remo ...

Temporal Super Sampling flickering temporal analysis visualisation mode indicates temporal analysis disabled for all objects on screen

UE - Graphics Features - Jan 24, 2025

This can also be observed while running in PIE mode using the console command "r.TSR.Visualize -2". It is not clear whether it is only the TSR flickering temporal analysis visualization that is exh ...

[Interchange][FBX] Import of Collision with combine static mesh is different than with legacy

UE - Editor - Content Pipeline - Import and Export - Jan 22, 2025

With Interchange, the combined meshes should not include the Collision mesh. Also the combined meshes should use the collision mesh as their collision. cf. [Link Removed] ...

Add Tooltips to Visual Logger rewind debugger track

UE - Anim - Gameplay - Jan 21, 2025

We'd like to have tooltips that show the description/comment for events in the visual logger tracks in rewind debugger ...

When a TSoftObjectPtr pointing to a const type is used as a parameter for a Dyanmic delegate, unreal marks it as deprecaded.

UE - Foundation - Cpp Tools - UnrealHeaderTool - Jan 21, 2025

A change has been done to the TSoftObjectPtr class that warns when constructing a pointer-to non-const from a pointer-to-const. This change makes sense and is correct. Example: UTexture2D* Loade ...

[Interchange][Fbx] Collision is not applied on mesh in subhierarchy that has same name

UE - Editor - Content Pipeline - Import and Export - Jan 21, 2025

Reported here  [Link Removed] and maybe here too [Link Removed] ...

Disabling bLerpUVs in Nanite Settings of Static Mesh causes texture warping in clusters

UE - Graphics Features - Nanite - Jan 21, 2025

The licensee has identified a potential fix by changing if( Settings.bLerpUVs ) to if( Settings.bLerpUVs || UVIndex == 0 ) On line 389 of NaniteBuilder\Private\Cluster.cpp in UE 5.5 ...

A Skeletal Mesh simulating physics that hits a Geometry Collection Actor with OneWayInteraction true, OneWayInteractionLevel 1, and is using Damage Propagation (default) will be accelerated so fast it immediately disappears by hitting the world limits

UE - Simulation - Physics - Destruction - Jan 20, 2025

A Skeletal Mesh simulating physics that hits a Geometry Collection Actor with OneWayInteraction true, OneWayInteractionLevel 1, and is using Damage Propagation (default) will be accelerated so fast ...

[Interchange][FBX] Import of custom collision add the collision mesh material slot to the mesh material slot

UE - Editor - Content Pipeline - Import and Export - Jan 20, 2025

cf part 2 of that UDN https://udn.unrealengine.com/s/question/0D5QP00000rP4CG0A0/interchange-custom-collision-changes-from-fbx-pipeline?fromCase=1 ...