Actors with Child Actor Components get out of sync when undoing component transform in child Blueprint

UE - Framework - Blueprint Editor - Aug 17, 2023

Undoing a child actor's component transform in its Blueprint editor isn't reflected in child actor instances in the level editor. Subsequent transforms are also not propagated after the undo breaks ...

Lumen causing exposure issues when several viewports are opened

UE - Graphics Features - Lumen - Aug 16, 2023

Gameplay ability sending server RPC can disconnect client during seamless travel

UE - Gameplay - Aug 15, 2023

During seamless travel, the engine renames kept actors into the transition/destination level. This process results in the actor's components being unregistered and re-registered. For the ability sys ...

Incorrect transforms when breaking a packed level actor

UE - World Creation - Worldbuilding Tools - Level Instances - Aug 14, 2023

See "Steps to Reproduce" ...

LevelInstance: Editor Texture Streaming (UDN)

UE - World Creation - Worldbuilding Tools - Level Instances - Aug 14, 2023

Further investigate and fix Editor Level Instance texture streaming data update which currently isn't being updated when moving a Level Instance in the editor. ...

World Partition Editor minimap build failed

UE - World Creation - Worldbuilding Tools - Aug 10, 2023

The issue was reproduced when building a minimap for an open world level with no Actors with "Is Spatially Loaded" enabled. Placing additional Actors with "Is Spatially Loaded" enabled in the level ...

The pak file specified in PakFileRules is not created correctly

UE - CoreTech - Aug 8, 2023

The rules by which chunks are created are ambiguous and currently do not ensure that both PakFileRules and PrimaryAssetLabel settings are reflected. In this sample, depending on the PrimaryAssetLabe ...

"Used with Particle Sprites" prevents material instances thumbnails from being editable

UE - Rendering Architecture - Materials - Aug 4, 2023

The thumbnails helpers will force material instances to be a plane, if their parent material is unedited. This can be worked around by editing the parent material, but editing the material instance ...

BoneList and BoneFilterActionOption in LOD0 of LODSettings are displayed after editing other LOD level

UE - Anim - Runtime - Jul 31, 2023

BoneList and BoneFilterActionOption in LOD0 of LODSettings are filters by the following code. void FSkeletalMeshLODSettingsDetails::CustomizeDetails(IDetailLayoutBuilder& LayoutBuilder) { ... st ...