CPF_TextExportTransient and RF_TextExportTransient inconsistent behavior

UE - Gameplay - Blueprint - May 23, 2024

The TextExportTransient can be specified as a property flag and object flag. Behavior is inconsistent: there are many ways in which an object marked TextExportTransient can still be part of the text ...

Stale VSM pages after HLOD transition

UE - Graphics Features - Shadows - May 23, 2024

Virtual Shadow Maps do not invalidate pages when HLODs replace meshes. This can lead to inconsistencies between the geometry and the shadows, which can cause artifacts as pages are invalidated. ...

LogAssetRegistry Error produces a path error when referring to assets on a junction/hard link/soft link

UE - Foundation - Core - Cooker - May 23, 2024

IAssetRegistry::GetChecked().ScanPathsSynchronous() now eventually calls FPathExistence::LoadExistenceData and logs the errorFPathExistence failed to gather correct capitalization from disk for <p ...

Gameplay Tag Query on Actor Component cannot be editted normally on instances

UE - Gameplay - Gameplay Ability System - May 23, 2024

A GameplayTagQuery in an ActorComponent cannot be properly edited on instances of an actor with said component. There is a workaround, but the issue makes editing Tag Queries rather annoying, doubl ...

Inconsistent handling of child actor component mobility mismatches.

UE - Gameplay - Components - May 22, 2024

If you have; BP_Foo, that has a ChildActorComponent of BP_Bar, and you set the Mobility of BP_Bar to Moveable, then place BP_Foo in a level and cook it. BP_Bar will end up at origin with a static at ...

Crash on FPBDIslandManager::Reset() when exiting PIE

UE - Simulation - Physics - Solver - May 21, 2024

The editor might crash when stopping PIE in some scenarios ...

Nanite Landscape crash on save

UE - LD & Modeling - Terrain - Landscape - May 21, 2024

UDN description:When landscape is flagged as Nanite enabled but nanite mesh has not been built yet, a save operation (or an auto save) triggers a fatal failed check in ULandscapeNaniteComponent::Ini ...

Selected tool using ScriptableTool might get closed when selecting an exposed property.

UE - LD & Modeling - Modeling Tools - May 21, 2024

When using a created tool of the ScriptableTool plugin, and setting an InstanceEditable variable, the tool might get close. For this to happen, we need to have a ToolPropertySet attached to the too ...

Gameplay Debugger does not currently support basic input chords

UE - Gameplay - Input - May 21, 2024

A note from the user, seems like they have a fix for this already I've changed the type of UGameplayDebuggerConfig::ActivationKey to FInputChord and with ony small changes to surrounding code it ...

PCGComponent in PCGVolume is called "PCG Component", breaking t3d serialization

UE - World Creation - Procedural Tools - PCG Component - May 21, 2024

From PCGVolume.cpp: PCGComponent = ObjectInitializer.CreateDefaultSubobject<UPCGComponent>(this, TEXT("PCG Component")); The Component name with a space does not support a round trip through FSof ...