Allowed Material Slots in the Sample Static Mesh module is not working properly.

UE - Niagara - Jun 24, 2022

It is behaving correctly in 4.27.2. ...

Crash when cooking landscape collision in world partitioned level

UE - Graphics Tools - Terrain - Landscape - Jun 24, 2022

This is caused by the loss of data in the ULScapeHeightfieldCollisionComponent::CollisionHeightData. The CollisionHeightData is not marked as BULKDATA_PayloadInSeperateFile and is processed with a k ...

Foliage is placed on LevelInstanceActor does not follow basecomponent when the LevelInstanceActor moves

UE - World Creation - Worldbuilding Tools - Foliage - Jun 24, 2022

Foliage usually follows when the Transform of the placed ground or floor changes. However, if the ground or floor is a Level Instance Actor, it will not follow. The cause is in the code below. voi ...

Hierarchical LOD meshes are not frustum/occlusion culled

UE - World Creation - Worldbuilding Tools - HLOD - Jun 24, 2022

Hierarchical LOD meshes are not frustum/occlusion culled ...

The Build Nanite property is disabled after reimporting a mesh that has Build Nanite enabled

UE - Editor - Content Pipeline - Import and Export - Jun 23, 2022

Regression no, the issue was reproduced in Windows //UE5/Release-5.0 CL 20280985 repro rate 3/3 After the user tries reimport mesh with nanite enabled from mesh editor the mesh was reimported with ...

Stat AI reports AI rendered regardless of frustum

UE - Graphics Features - Jun 23, 2022

This is a regression tested in //UE4/Release-4.27 CL#18319896 Stat AI reports AI rendered regardless of frustum setting.  ...

Mesh "Self shadow only" setting is not applied with VSM

UE - Graphics Features - Shadows - Jun 23, 2022

UDN - Potential bug on FSequenceIndexer::GetSampleInfo

UE - Anim - Gameplay - Jun 22, 2022

See [Link Removed] ...

Nanite mesh socketed to a Skeletal Mesh is not affected by the 'Owner No See' or 'Only Owner See'

UE - Graphics Features - Nanite - Jun 22, 2022

Nanite mesh socketed to a Skeletal Mesh is not affected by the 'Owner No See' or 'Only Owner See'. Compared this against a regular Static Mesh. ...

Moving foliage instances on static mesh beyond the IFA grid boundary does not incorporate it into the correct IFA

UE - World Creation - Worldbuilding Tools - Foliage - Jun 22, 2022

WorldPartitionFoliageBuilder commandlet can incorporate foliage instances into the correct IFA. But it removes the connection information between base meshes and the foliage instances. ...