@Kev.EG more requests. 
Why are collision related features hidden? In the past we had some of these exposed in the landscape spline meshes (iirc), but thoese are hidden now. Basically whenever we set the āCollision Presetā we have no idea what collision responses it will have. And there are a ton of different presets. While we cannot create custom presets yet, itās still handy to know how the collision responses will be set depending on the existing presets. This reduces the trial and error through pure guessing.
Can we please get custom complex collision mesh exposed in the mesh asset setting?
I was told by some of your colleagues to abuse an extra LOD level as a workaround. It should be explicitly configured so small so the engine will never switch to it, but the LOD mesh would be used a custom collision geometry. I think just using custom collision mesh would be much nicer and more convenient.

Please expose Spline component and Spline Mesh components / Actor. All 3 validate just fine, but cannot be added or placed if needed. One can place a spline using the modeling drawing tools, but the regular actor variant is still missing.

Can we get culling settings on (H)ISM components please? Controlling culling is very important when it comes to optimizations.
How about the LOD related settings on the mesh component?
Can we get Is Editor Only
setting on the mesh component? Itās often very convenient to place some helper meshes for visualization purposes that should be excluded from the final cooked build.

The spline mesh component is missing all those settings. It requires to be configured in UE in order to be placed in UEFN, which is very very tedious. This also makes it impossible to tweak those directly within UEFN.
Equally, the spline component is missing a lot of settings as well. Not all are needed in UEFN (e.g. construction script related toggle).
When it comes to mesh components, I personally rely on many of these settings as I need to migrate them from UE to UEFN as Iām using PCG to generate them. However Iām unable to edit many of those settings directly in UEFN afterwards. On top of that, I assume that if the validation process will be very strict about those, it will stop from validating for very simple things like spline (mesh) positions, which will be very very sad.
In my case Iām building a hybrid project. Static world using SM, (H)ISM, FISM, (soon-ish) PCG ISM, SplineMesh and for dynamic objects where I need to query collision for example I rely on Scene Graph entity based meshes. However I cannot just go with SG only right now or anytime soon. I need the most bits from actor based mesh components.
EDIT:
Dear @Kev.EG after hours and hours trying different UMG layout widgets and settings I figured out that there are two hidden properties on the Size Box
. Can you please expose these two asap?
- Min Aspect Ratio
- Max Aspect Ratio
I was trying to replicate the same behavior of the RR car UI, but itās simply wasnāt possible without these two settings because the in-game HUD Scale will otherwise scale the width and my own overlay widget would appear in the wrong place and not mimic the native UI behavior. These settings solved it for me.