Hey Flak, it looks like the Scene Graph issue was tackled very fast. In case SG issues have high priority, I opened a few other SG bug reports recently. Should I tag you there, so you can forward them to the SG team?
Edit - here’s the list:
Summary
When an editable component data field references a concrete entity from the scene or maybe even the prefab graph and such entity gets deleted, the editor does not remove the references automatically. Instead it keeps the deleted entities around and prefixes those with TRASH_*. If the same reference was used many many times, the editor will make it really hard to debug this problem and to find where such trashed entity is still around.
Please select what you are reporting on:
Unreal Edit…
Summary
Several Scene Graph methods are missing the <transacts> effect.
# on `entity`
AddComponents<native><final><public>(Components: []component): void
AddEntities<native><final><public>(NewChildEntities: []entity): void
RemoveFromParent<native><final><public>(): void
# on `component`
RemoveFromEntity<native><final><public>(): void
Please select what you are reporting on:
Verse
What Type of Bug are you experiencing?
Verse
Steps to Reproduce
Try replicating the same technique as the follow…
Summary
Reflected materials on reflected mesh components (scene graph) cannot be casted to the expted material subclass.
Please select what you are reporting on:
Unreal Editor for Fortnite
What Type of Bug are you experiencing?
Other
Steps to Reproduce
Create a custom material like m_custom_material (with at least one parameter) and a custom mesh like sm_custom_mesh.
[image]
Configure the material slot of the mesh to be m_custom_material.
[image]
Compile verse in a SG project to refl…