Foliage breaking when used Sublevels into a Persistent Level

UE - World Creation - Worldbuilding Tools - Foliage - Jul 31, 2024

Duplicating an imported socket wrongly displays the duplicate as also imported

UE - LD & Modeling - Modeling Tools - Mesh Editing - Jul 31, 2024

The duplication of an imported mesh wrongly marks it as also imported from the source mesh. The probable cause is data duplication without taking this edge case into account. I suggest checking Unr ...

Landscape Import is per-region and does not calculate normals along the borders

UE - LD & Modeling - Terrain - Jul 31, 2024

Seams are found after importing a tiled landscape. ...

Landscape.Nanite.MaxSimultaneousMultithreadBuilds hangs indefinitely

UE - LD & Modeling - Terrain - Landscape - Jul 31, 2024

It's possible for NaniteStaticMeshesInFlight to never be decremented because all the background workers are waiting indefinitely for the ones in flight to complete their static mesh build.  ...

Landscape Transparent with r.Lumen.DiffuseIndirect.Allow 0

UE - LD & Modeling - Terrain - Landscape - Jul 31, 2024

Disabling Disregard for GC with an invalid asset in GameplayTagTableList causes a controlled crash

UE - Foundation - Core - UObject - Jul 31, 2024

Disabling Disregard for GC leads to a crash in GarbageCollectionVerification.cpp VerifyObjectFlags. This crash occurs when there is an invalid path specified in GameplayTagTableList. The cause of t ...

Cooker: NeverCookPackageList should store packages as LongPackageNames instead of filenames, to save memory by avoiding creation of FName for each external actor package

UE - Foundation - Core - Cooker - Jul 30, 2024

GetNeverCookPackageFileNames among other things adds every external actor package to NeverCookPackageList, even if they are not referenced by the rest of the cook. Since it stores the packages in th ...

FILTER_COMMANDLINE_LOGGING cannot be used without forcing UE_COMMAND_LINE_USES_ALLOW_LIST

UE - Foundation - Core - Jul 30, 2024

There's two ways to affect the commandline in CommandLine.cpp: FILTER_COMMANDLINE_LOGGING - for filtering certain or all args (if left empty) from the log. UE_COMMAND_LINE_USES_ALLOW_LIST - for on ...

Physics Linear Velocity functions from UPrimitiveComponent always return (0,0,0) velocity

UE - Simulation - Physics - Jul 30, 2024

In Unreal Engine version 5.4, all Physics Linear Velocity functions inside PrimitiveComponent class are returning always a velocity of (0,0,0), even if the Body Instances are moving. This was workin ...

FJsonPointer does not work and may lead to undefined behavior

FJsonPointer::ParsePath passes a pointer to a single TCHAR as FString::ParseIntoArray's pchDelim parameter, which is supposed to be a pointer to a null-terminated string. ...