"Build All Levels" does not re-AddNavigationSystemToWorld

UE - AI - Navigation - Feb 28, 2024

The Build All Levels editor action cleans up the world's NavDataSet (UNavigationSystemV1::NavDataSet) as pre-rebuild world cleanup by calling: SetNavigationSystem(nullptr); inside UWorld::Cleanu ...

GameFrameworkComponentManager crashes when modifying init state callbacks during state change

UE - Gameplay - Feb 28, 2024

The GameFrameworkComponentManager has a system for registering callbacks to execute in response to event changes. This ends up calling UGameFrameworkComponentManager::CallFeatureStateDelegates which ...

iOS Quick Launch from the Editor no longer starts the app on device

UE - Platform - Apple - Feb 28, 2024

For some reason, iOS apps no longer launch on device when using QuickLaunch within the Editor.  Instead, it does install the app onto the device, but when it attempts to then launch the app, a messa ...

When PackedLevelActor is placed across navtiles, navmesh is incorrectly split and generated in navtiles

UE - AI - Navigation - Feb 28, 2024

When creating a PackedLevelActor by packing multiple StaticMesh, the navmesh isn't generated correctly on top of it. In detail, navmesh is generated by splitting on navtiles. This is probably due to ...

Foliage 'BlockAll' instanced static meshes do not affect NavMesh

UE - AI - Navigation - Feb 27, 2024

When placing static mesh foliage and setting the foliage mesh's Collision Preset to Block All,  the placed meshes do not consistently block parts of the nav mesh. Expected: Placed meshes (for examp ...

Always Relevant actor may replicate incorrect movement mode when the walkable floor becomes irrelevant

UE - Gameplay - Player Movement - Feb 26, 2024

When the character class is set to always relevant, if a client travels very far away from another character, such that the character is relevant but the component they're standing on is not (but al ...

Physical Material Mask does not return the correct value

UE - Rendering Architecture - Materials - Feb 26, 2024

DataTable asset view runs out of (video) memory

UE - Editor - UI Systems - Slate - Feb 26, 2024

In some situation, Slate tries to secure incredible amount size data and run out of memory. This happens a cell having very long and complex serialized text appears on the editor and it is placed to ...

Classes in TargetDenyList modules are still referenced from Components on BlueprintGeneratedClasses and cause runtime warnings

UE - Foundation - Feb 25, 2024

Other than the presence of the error and the performance cost of looking for a package on disk that does not exist, there are no behavioral problems. When running with legacy (non-iostore) pakfiles ...