K2Node_GetEnumeratorName doesn't support bitmasks

UE - Gameplay - Blueprint Compiler - Jan 29, 2025

This is almost identical to [Link Removed]. The difference is that we need a variant of UEnum::GetNameByValue that supports bitmasks. We'll likely have to run this by Core. ...

Bindless Textures do not mip stream as expected

UE - Rendering Architecture - RHI - Jan 29, 2025

Bindless textures do not appear to stream mip levels. This issue is separate from an already reported bindless virtual texture streaming issue. When the editor is freshly launched or when mip level ...

When changing the Visibility of a RetainerBox wrapped widget to “Not Hit-Testable(Self&AllChildren)”, the widget incorrectly accepts the hit test

UE - Editor - UI Systems - UMG - Jan 28, 2025

The result of changing the Visibility of a widget placed as a child of RetainerBox is not reflected. Here we have disabled hittest for the Button widget, but hittest is incorrectly accepted. This is ...

[AI] UE_MT_SCOPED_READ_ACCESS(NavElementAccessDetector) Fails in editor on fresh sync

UE - AI - Navigation - Jan 27, 2025

Licensees have reported failed multi-thread access code for NavElementAccessDetector in complex levels that have not finished compilation of their static meshes. The eventual failed check is inside ...

In -game in Editor, if streaming-in a LevelInstance and initialize its world partition, then leaving that cell and make it go outside the streaming grid, to re-enter it again, will trigger a check(!StreamingPolicy) if no GC has happened during that time.

UE - World Creation - Worldbuilding Tools - World Partition - Jan 27, 2025

This crash can be fixed by adding a couple of || IsRunningGame() like it is done here:    FGenerateStreamingContext Context = FGenerateStreamingContext()        .SetLevelPackagesToGenerate((bIsPIE ...

Dumping of world partitioned HLOD stats fails in commandlet

UE - World Creation - Worldbuilding Tools - HLOD - Jan 27, 2025

Dumping of world partitioned HLOD stats in commandlets no longer works since updating to Unreal 5.5. The cause seems to be that the functionality has been moved from UWorldPartitionHLODRuntimeSubsys ...

UEditorEngine::AddPendingLateJoinClient checks original PIE/SIE state, not current state

UE - Networking - Jan 27, 2025

When adding late joining clients, the engine checks the originally requested EPlaySessionWorldType, rather than checking whether or not the session is currently simulating or not. This means if the ...

MRQ - Skeletal Mesh motion vector are output only for the last sample of Spatial Sample Count

UE - Anim - Sequencer - MRQ - Jan 24, 2025

Skeletal Mesh motion vectors are output only for the last sample of Spatial Sample Count, while Static Mesh motion vectors are output in all samples. UDN: [Link Removed] Slack thread: [Link Remo ...

VRS Stereo Foveation is not working

UE - Platform - XR - Jan 24, 2025

Steam Sockets cannot create listen socket during non-seamless server travel

UE - Online - Jan 24, 2025

This seems to occur because the original listen socket is still around when the instance tries to create the new one, even though it has been marked for deletion. The issue does not occur when FStea ...