Blueprint Instanced Variables Data Erased

UE - Framework - Blueprint - Jan 17, 2024

Instanced variables were given a fix in response to this issue: [Link Removed] Once implemented, when the project is compiled the data from the blueprint instanced variable is removed. A recommend ...

Go to end and Stop on level sequences does not work with keep state animations and anim bps

UE - Anim - Anim in Engine - Jan 16, 2024

When a skeletal animation section is set to Keep State, and the mesh uses an anim BP and slots to play back the animation, calling Go to End and Stop on the sequence will not pause the animations. ...

Pixel Inspector does not display Gbuffer values properly when a mesh with a material that has Anisotropy set is in Level

UE - Graphics Features - Jan 16, 2024

This issue occurs when there is a material with Anisotropy, like the attached GIF.[Image Removed] ...

Pre-UE5 serialized FVariant FVector data corruption when deserialized in UE5

UE - Framework - LWC - Jan 15, 2024

FVariant is a struct that implements a union of data types, including FVector. When assigning an FVariant an FVector value in engine versions UE 4.27 or earlier, the FVariant will deserialize incorr ...

[UDN - 00707230] DetailLayoutHelpers ensure when using VisibleAnywhere Instanced properties

UE - Editor - Workflow Systems - Jan 11, 2024

From UDN Description Hello, there's an ensure that's firing in `DetailLayoutHelpers.cpp#137`: [Start code block] ensure(PropertyNodeMap.ParentProperty == CurObjectNode); [End code block]when ...

[UDN - 00655218] UDeveloperSettings change delegate not executed on import

UE - Editor - Workflow Systems - Jan 11, 2024

UDN Description Hello, We extensively use the UDeveloperSettings class to automatically register project and editor settings for the different C++ plugins we build. For instance : [Start code b ...

Animation viewports can cause debug print messages to be purged

UE - Anim - Rigging - Control Rig - Jan 11, 2024

A change was made a while back so that control rig debug print messages would be displayed in the animation editor preview windows.  This is done via calling UEngine::DrawOnscreenDebugMessages from ...

Setting GDelayTrimMemoryDuringMapLoadMode = 2 causes crash on same map reload

UE - Framework - Jan 8, 2024

GDelayTrimMemoryDuringMapLoadMode is a CVar that controls whether a garbage collection should take place during map change after unloading the previous map and before loading the new one. By default ...

UDeveloperSettings change delegate not executed on import

UE - Editor - Workflow Systems - Dec 22, 2023

From UDN case #00655218: We extensively use the UDeveloperSettings class to automatically register project and editor settings for the different C++ plugins we build. For instance : UCLASS(config ...

Copy Actors out of play mode ( 5.3.1 )

UE - Editor - Workflow Systems - Dec 22, 2023

From UDN case #00645621: Is it possible that this function has been deactivated? In 5.03 I can copy objects from the game mode. ...