Static lights become stationary after toggling visiblity of level in packaged build

UE - Graphics Features - Jun 11, 2025

In 5.5, there is a regression with baked lighting where static lights become stationary lights when a level is hidden and then made visible again. This happens in packaged builds and shows up as sta ...

Copying a Folder that contains the space character from the Outliner does not enclose the Folder name on Double Quotes. Because of that, later Pasting will only handle the first word of the Folder name.

UE - World Creation - Worldbuilding Tools - Jun 10, 2025

Copying a Folder that contains the space character from the Outliner does not enclose the Folder name on Double Quotes. Because of that, later Pasting will only handle the first word of the Folder n ...

Interchange Runtime .glb Import Crash When Packaged

UE - Editor - Content Pipeline - Import and Export - Jun 10, 2025

The runtime import process works fine in editor, but fatal error when trying to do so with packaged build of project. My function that calls ImportAsset():bool UMeshLoader::RequestMeshLoad(FString ...

Dynamically Spawned Level Instance Actors do not have their sub actors world partition stream in PIE starting level

UE - World Creation - Worldbuilding Tools - Level Instances - Jun 10, 2025

We are building levels where we spawn in Level Instance actors at runtime that have World Partition enabled into a Persistent level that also has World Partition enabled. What we have noticed though ...

Skeletal mesh to which the AnimationBudgetAllocator registered in the animation track is applied does not play the initial frame animation

UE - Anim - Runtime - Jun 10, 2025

This issue occurs when “Auto Register with Budget Allocator” is enabled for the skeletal mesh. Unchecking “Auto Register with Budget Allocator” seems to resolve the issue. Adding the following to th ...

Sphere Reflection Captures overridden by Skylight

UE - Graphics Features - Jun 10, 2025

When using non-Lumen lighting and Screenspace reflections off, the skylight location overrides the Reflection Capture location during Build Reflections. This results in a Reflection Capture taken fr ...

Distance Field Traveral system in Content Example visual accuracy degraded since UE4

UE - Content - Content Example - Jun 10, 2025

Beetles no longer swarm on demo station mesh (only on the ground underneath), and beetles walks inside the head mesh more often than they did in UE4.  ...

Anim State Notifies Don't Consistently Fire Begin/End Events for Looping Anim Sequences

UE - Anim - Runtime - Anim Blueprints - Jun 9, 2025

If you have an Animation Notify State and set it up on an animation to start at the exact beginning of the anim sequence and finish exactly at the end (I have attached a picture of this). It doesn't ...

If the map isn't dirty, it shouldn't be marked dirty when switching to the Perspective camera

UE - Editor - Workflow Systems - Jun 5, 2025

Changing to the perspective camera from a locked camera calls FLevelEditorViewportClient::SetActorLock I'm not sure exactly why it sets the camera to the cached pilot transform and then sets it bac ...

Insufficient precision of Decode71 function

UE - Rendering Architecture - Shaders - Jun 5, 2025

Encode71 and Decode71 in DeferredShadingCommon.ush are functions that convert 8-bit values ​​to 7-bit values ​​and mask values, and licensees have reported that the accuracy is insufficient when usi ...