Editor FPS has significant drop when moving a BSP brush in level with multiple BSPs

UE - AI - Navigation - Jan 8, 2025

Editor performance plummets when moving BSP brushes in a level with several other BSP brushes present. Navmesh regeneration is the main cause as the full bounds for all BSP are used to determine whi ...

Rewind Debugger does not support visual tick marks for Visual Log logline events.

UE - Anim - Runtime - Jan 8, 2025

When using UE_VLOG events in blueprint or in code, the rewind debugger does not show those events visually on the track or output those events to the details view. ...

Sequencer shot blend will have incorrect blend time if play rate of sequence is changed.

UE - Anim - Sequencer - Jan 7, 2025

When there is a blended camera cut and the sequences playrate is changed, the camera blend time will not match the new rate and play incorrectly. ...

Add support for Debug Persistent Foreground Line Batcher

UE - Anim - Rigging - Control Rig - Jan 7, 2025

Foreground debug lines are cleared each frame and as a result, dissapear when PIE is paused (even if no persistence is supported, the lines sould be drawn if PIE is paused). We need support for pers ...

Collision profiles are reset when blueprint is loaded

UE - Gameplay - Jan 6, 2025

In UE 5.5 (and earlier versions), FCollisionResponse::operator== has incorrect behavior where it will detect that two collision response containers are identical if they have the same number of entr ...

BTDecorator_ForceSuccess does not work correctly on RunBehavior Node with Abort Decorators

UE - AI - BehaviorTree - Dec 20, 2024

When using the ForceSuccess decorator on a Run Behavior task which also has an abort decorator, the Force Success node cannot make the task return succeeded when the abort is triggered. This means t ...

AssetLocalization does not work and the asset does not switch to localization asset even if culture is specified

UE - Editor - UI Systems - Localization - Dec 20, 2024

Asset localization does not work. When playing in standalone, it shows "jp" texture instead of "en" texture even if "-culture=en" is set. This appears to be a regression issue, as the localization w ...

Translucency Volume are not correctly shadowed in 5.5 without Virtual Shadow Maps and are not light correctly by some lights

UE - Graphics Features - Dec 20, 2024

TranslucencyVolume spheres are not correctly shadowed nor lit in Unreal 5.5 with VSMs disabled. Unreal 5.4 does correctly shade the sphere without VSMs. There appears to be differences in the outpu ...

Broken hair material with light function

UE - Graphics Features - Dec 19, 2024

Hair Materials do not react to Light Functions in the same way as other Materials. There is a visual difference between a Directional Light at 1 lux with no Light Function and a Directional Light at ...

MakeArray wildcard node gives a compilation error when being used in a Blueprint Macro.

UE - Framework - Blueprint - Dec 19, 2024

There is an error with the SmartMacroInterface, where you can't use an empty wildcard "Make Array" node. This error makes the blueprint not compile and the macro unusable. Disabling the bUseSimpleWi ...