Invalidation panels can retain stale hittest data when caching is disabled/enabled

UE - Editor - UI Systems - Slate - Aug 20, 2024

Changes to the hit test grid of an invalidation panel while caching is disabled won't be respected when caching is reenabled. This can cause interactive widgets such as buttons who were set to colla ...

Native gameplay tags in plugins are cleared when reading config files

UE - Gameplay - Aug 14, 2024

When references to Gameplay Tags are loaded, it checks to see if they are already registered. If they are not already registered, it will notice it is invalid and may print a warning depending on th ...

Ensure when using ellipsis overflow method with very small Slate text boxes

UE - Editor - UI Systems - Slate - Aug 12, 2024

The Ellipsis overflow method on text widgets can cause an ensure to trip as a result of a render batch being sent with no indices. We could guard against this in SlateRHIRenderingPolicy by checking ...

Editor numeric input fields don't support double precision numbers.

UE - Editor - UI Systems - Aug 9, 2024

Even if we support double precision numbers at core, it's impossible to enter a small number in the numeric fields.  It makes sense for floats and avoids bloating the UI, but I remember a discussio ...

Lightmap UV generated on Windows and Mac is not deterministic

UE - LD & Modeling - Modeling Tools - Aug 7, 2024

Oodle CompressionLevelNameMap is missing an entry for Optimal5, leading to a crash in the texture editor

RAD - Oodle - Aug 2, 2024

Due to a missing string in CompressionLevelNameMap in OodleDataCompression.cpp, it is possible for LevelName to be left uninitialised after parsing the compression effort, which causes a crash when ...

Interchange: Static analysis fix for interchange manager

UE - Editor - Content Pipeline - Import and Export - Aug 1, 2024

Interchange: Dialog import preview pipeline is missing the import context

UE - Editor - Content Pipeline - Import and Export - Aug 1, 2024

We need to call TransferAdjustSettings on the duplicated pipelines to execute the preview import. ...

Client disconnect during seamless travel results in incorrect NumPlayers and NumTravellingPlayers

UE - Networking - Jul 31, 2024

This issue seems to stem from HasClientLoadedCurrentWorld returning true in AGameMode::RemovePlayerControllerFromPlayerCount. When removing a player controller, the GameMode checks if a seamless tra ...