Assets referenced solely in disabled Niagara Emitters are still cooked and packaged

UE - Niagara - Sep 5, 2024

Niagara Emitters, when disabled, appear to be removed from the Niagara System's packaged asset as evidenced by a sizeable reduction in size. However, if the Emitter referenced an asset, such as a st ...

MVVM: Bindings set to Tick aren't executed every frame

UE - Editor - UI Systems - UMG - Sep 4, 2024

Server only network emulation settings applied to client on travel

UE - Networking - Sep 4, 2024

It looks like the "Server Only" emulation settings are being applied to the client after a travel. When doing a server travel with the TRAVEL_Relative travel type, the NextURL created in AGameModeBa ...

FDateRange cannot be declared as UPROPERTY

UE - CoreTech - UObject - Sep 4, 2024

Unlike other range wrapper structs, such as FFloatRange, marking a FDateRange as a UPROPERTY results in the following error: error : Unable to find 'class', 'delegate', 'enum', or 'struct' with nam ...

Unreal Editor Submit Changelist Pre-Submit Validation is not recording errors and warnings

UEditorValidatorSubsystem::ValidateChangelistsInternal needs some work on handling warnings and errors. ...

IsMainWorldOnly does not work with standalone level instances

UE - World Creation - Worldbuilding Tools - Level Instances - Sep 3, 2024

An actor in a standalone level instance will still be loaded in the main WP level regardless of having IsMainWorldOnly enabled. ...

Data Asset Instances created from Blueprints and are not selectable in asset pickers until their parent Blueprint is loaded. They are also not displayed correctly in the Content Browser

UE - Framework - Blueprint - Sep 3, 2024

Consider a C++/BP class containing an EditAnywhere/InstanceEditable variable with type (UDataAsset*), (UPrimaryDataAsset*), or any of their subclasses. When setting this variable using a Property Ed ...

r.Shaders.Optimize=0 crashes when compiling a UI material

UE - Rendering Architecture - Materials - Sep 2, 2024

[2024.08.30-22.12.22:384][ 73]LogWindows: Error: appError called: Assertion failed: CurrentGPUVirtualAddress != 0 [Link Removed] [Line: 659] Disabling shader optimisation can crash the editor when ...

Foliage rendering issues when using both Density Scaling and MaxWorldPositionOffsetDisplacement

UE - World Creation - Worldbuilding Tools - Foliage - Aug 29, 2024

When a material with WPO effects and MaxWorldPositionOffsetDisplacement is applied to a foliage mesh, foliage applied to a map will no longer work as expected with density scaling, especially after ...