LevelEditor: "Replace Actor" marks level as dirty even when using external actors

UE - World Creation - Worldbuilding Tools - Jul 15, 2024

When using external actors, adding/removing/replacing/editing an actor instance inside a level does not cause any modification to the Level package, which helps reduce contention for the map file on ...

Broken TextureTest BP in Landmass plugin base content

UE - Graphics Tools - Terrain - Jul 15, 2024

It appears that the Landmass plugin has a content dependency on the BlueprintMaterialTextureNodes plugin. If the BlueprintMaterialTextureNodes is not loaded, then the blueprint "/Landmass/Landscape ...

Natively declared Gameplay Tags aren't counted by Reference Viewer when set default by ctor

UE - Gameplay - Jul 11, 2024

Similar to Issue 199247 ([Link Removed]), Natively declared Gameplay Tags aren't counted by Reference Viewer when used in a variable set in a C++ ctor. ...

World position offset behaves differently when setting its value directly on the result node

UE - Rendering Architecture - Materials - Jul 8, 2024

The world position offset input of the result node does not behave consistently. There is an obvious visual difference between the setting it by connecting a float3 color constant, versus setting th ...

The light in the Blueprint Editor's Preview Scene does not respond to any lighting channel but 0.

UE - Framework - Blueprint Editor - Jun 28, 2024

In the Blueprint Editor, Primitive Components can be configured to respond to Lighting Channels 0, 1, and/or 2. However, if channel 0 is disabled (even with another one enabled), the Preview Actor's ...

Make ConfigBranch creation thread safe

UE - CoreTech - UObject - Jun 28, 2024

See [Link Removed] for details ...

Actors of standalone level instances remain unloaded in editor

UE - World Creation - Worldbuilding Tools - Level Instances - Jun 27, 2024

HLODs generate incorrectly with Substrate enabled

UE - World Creation - Worldbuilding Tools - HLOD - Jun 26, 2024

Happens when using multiple layers:"Testing this further it appears that it only occurs with multiple HLOD layers. The default setup has an instanced HLOD with a merged mesh HLOD parent. If you remo ...

Exposure compensation curves do not blend

UE - Graphics Features - Jun 26, 2024

Requested in https://udn.unrealengine.com/s/question/0D5QP000006g7Px0AI/auto-exposure-various Previously discussed in https://udn.unrealengine.com/s/question/0D52L00004vKeNJSA0/blending-postproce ...

Allowed ranges for the different Exposure Settings in PPV are not consistent

UE - Graphics Features - Jun 26, 2024

https://udn.unrealengine.com/s/question/0D5QP000006g7Px0AI/auto-exposure-various Caused by inconsistent usage of ClampMin/ClampMax/UIMin/UIMax in Scene.h Ranges should also be modified based on ...