Inconsistent Behavior in Hiding Child Actors

UE - Editor - Workflow Systems - Jun 18, 2023

Pressing the 'h' key only hides the root actor and none of the children, unlike the scene outliner where clicking the eye icon hides the root actor and all children. This appears to be because edac ...

Customized struct with a TObjectPtr to an EditAnywhere, Instanced UObject does not show in full blueprint editor

UE - Editor - Workflow Systems - Jun 18, 2023

A customized struct with a TObjectPtr to an EditAnywhere, Instanced UObject will not show in full blueprint editor. I narrowed this down to the SKismetInspector::IsPropertyVisible method. The prope ...

Extension methods in Rules errors due to ambiguous call

UE - Foundation - Cpp Tools - UnrealBuildTool - Jun 16, 2023

The extension methods seem to be getting compiled into multiple rules dlls Example .Build.cs // In TestPlugin.Build.cs using System; using UnrealBuildTool; publicclass TestPlugin : Module ...

GeometryCollection with StripOnCook and without EnableNanite causes a crash in cooked game

UE - Simulation - Physics - Destruction - Jun 16, 2023

The Strip on Cook option seems to strip even necessary data. ...

Sequencer: Changing a data layer track to KeepState hits ensure(Aggregate) in animated state storage

UE - Anim - Sequencer - Jun 16, 2023

Ensure condition fires as described in reproduction steps when using a Data Layer track in Sequencer with 'Keep State'. ...

LinkedAnimGraph of AnimBP is not applied to the character to which ForceCustomMode is applied in the sequencer after the sequencer playback is completed

UE - Anim - Sequencer - Anim in Engine - Jun 16, 2023

LinkedAnimGraph is not restored at the end of an AnimationSection with ForceCustomMode enabled. There is a problem with the order in which custom mode ends and anim instances are restored, and Linke ...

The ActionInstanceData event is incorrect when triggering a "Started" delegate which is on the same tick as a "Triggered" event

UE - Gameplay - Input - Jun 15, 2023

This is happening because the FInputActionInstance has the event as "triggered" when the triggered event and started event occur on the same frame. This is correct, but when the delegate gets fired ...

Duplicating functions doesn't reset the GUIDs of local variables.

UE - Gameplay - Jun 15, 2023

This is actually a bug with function duplication via UEdGraphSchema_K2::DuplicateGraph. After a function graph is duplicated, the function entry node still retains the same GUIDs for its local vari ...

UMovieSceneSequenceTickManager does not consider settings of Fixed Frame Rate

UE - Anim - Sequencer - Jun 15, 2023

Due to CL-20816478 UMovieSceneSequenceTickManager now calculates DeltaTime per Group instead of using DeltaSeconds directly. As a result, the FixedTimeFramerate in the project settings is being igno ...