Possible bug with GAOGlobalDistanceFieldCacheMostlyStaticSeparately

UE - Graphics Features - Jun 2, 2025

The Global Distance Field can constantly update, even when the camera is stationary, in large World Partition maps. This bug requires a large amount of the World Partition map to be loaded to reprod ...

StructUtils plugin's `FInstancedStruct` in a CPP-defined struct in a `TArray` on an actor component defined in CPP and implemented in BP. Populating the instanced struct in an actor BP's class defaults breaks serialization of the class defaults.

UE - AI - May 30, 2025

Context Instanced structs are great for holding simple data with the main advantage they have is a low memory overhead unlike instanced objects. Problem The problem is in StructUtils plugin's `FIns ...

[5.4+] World Partition Landscape Spline Meshes Builder - Source landscape splines are not properly removed/hidden

UE - World Creation - Worldbuilding Tools - HLOD - May 30, 2025

LandscapeSplineActors and LandscapeSplineMeshesActors are not behaving as expected in 5.4 or 5.5. Testing in 5.4 the issue mostly seems to stem from issues with the Target Landscape -> Landscape Ac ...

Multiple setter functions in UMaterialEditingLibrary always return false even when the parameter is correctly set on the MaterialInstance.

UE - Rendering Architecture - Materials - May 30, 2025

In Unreal Engine, materials can expose parameters that can then be modified via instances (MaterialInstanceConstant). The UMaterialEditingLibrary provides several functions to modify these parameter ...

TSR and TAA history accumulation gets reset when taking viewport screenshots or when clicking outside the tree in the outliner

UE - Graphics Features - May 30, 2025

TSR (and TAA) history accumulation gets reset when taking viewport screenshots or when clicking on an empty area in the outliner (when a tree item is selected). This can cause an undesirable issue w ...

MRQ - No Rayrtaced Shadows casted from Groom Caches with only 1 Spatial Sample

UE - Graphics Features - May 28, 2025

A groom cache will not cast a raytraced shadow with only 1 spatial sample. It does not matter how many temporal samples you have. ...

Synthetic Benchmark Giving Inconsistent Results

UE - Rendering Architecture - RHI - May 27, 2025

A licensee has noted that the synth benchmark has been giving inconsistent results when they try to find optimal scalability settings for their application. The root cause of this is unclear, but lo ...

UAnimSingleNodeInstance doesn't sample notifies on montage animation tracks

UE - Anim - Gameplay - May 27, 2025

Notifies that are placed on animations referenced by montages aren't triggered when using the UAnimSingleNodeInstance to play back the montage. This is because - unlike on UAnimComposite - there is ...

Rendering of a Text Widget with Outline does not track LayerId correctly

UE - Editor - UI Systems - May 27, 2025

Text widget with Outline uses 2 LayerId levels to draw the outline and the text glyphs. This can be seen in function FSlateElementBatcher::AddShapedTextElement(), where lambda BuildFontGeometry() is ...

Renaming an input class or struct to a Chooser breaks evaluation of EvaluateChooser node

UE - Anim - Gameplay - May 23, 2025

The evaluate chooser node generates input pin names based on the parameter class / struct names. When that class or struct's name is changed, the pin doesn't update to account for that and so we si ...