Sequence with Override Instance Data enabled and a SubShot will accumulate the TransformOrigin Location wrongly and overshoot the expected end position

UE - Anim - Sequencer - Mar 28, 2025

A Sequence with Override Instance Data enabled and a SubShot will accumulate the TransformOrigin Location wrongly and overshoot the expected end position. The licensee has encountered a particular s ...

Light function does not work with volumetric fog when not compatible with light atlas

UE - Graphics Features - Mar 28, 2025

Light functions do not work as intended with volumetric fog when using clamped mask textures which are not compatible with the light function atlas. In light functions materials, when using any UV ...

Skeleton mesh with hair strands material will lead to unnecessary draw call submissions

UE - Graphics Features - Mar 27, 2025

Materials with "Used With Hair Strands" enabled will cause Skeletal Meshes to draw twice in the Base Pass. ...

Material Layers Relink Button Missing

UE - Rendering Architecture - Materials - Mar 26, 2025

The Relink button is missing (as are the Save Sibling and Save Child buttons) on Material Instances that use Material Attributes Layers in 5.5. ...

Some features have not yet been supported when using AmbientCubemap as IBL

UE - Graphics Features - Mar 26, 2025

Translucent materials do not receive specular highlights and reflections from Ambient Cubemaps set in Post-Process settings. There is a pass"InjectTranslucencyLightingVolumeAmbientCubemap" that sho ...

Scenecapturecomponent not including Niagara effect if custom renderpass is used

UE - Graphics Features - Mar 20, 2025

When using an "FSceneRenderer::CustomRenderPasses", the View never has Distance Field textures assigned. Can it instead reuse the Distance Field clipmap from the main view? ...

Shadow artifacts on translucent objects when using the setting Cast Dynamic Shadows As Masked

UE - Graphics Features - Mar 20, 2025

Flickering shadow artifacts can be seen with translucent mateirals with "Cast Dynamic Shadows As Masked" enabled. Please note that the artifacts disappear when switching from virtual shadow maps to ...

Moving a saved duplicate of an OpenWorld level crashes the Editor

UE - World Creation - Worldbuilding Tools - Mar 19, 2025

Moving a saved duplicate of an OpenWorld level crashes the Editor. The act of moving the duplicated OpenWorld level crashes the Editor the moment the engine tries to delete the original level, so it ...

FSkeletalMeshComponentInstanceData subclasses FSceneComponentInstanceData instead of FPrimitiveComponentInstanceData

UE - Anim - Rigging - Mar 19, 2025

FSkeletalMeshComponentInstanceData subclasses FSceneComponentInstanceData instead of FPrimitiveComponentInstanceData. When calling ApplyToComponent() the SceneComponentInstanceData version will be c ...

Discrepancy in FBX import on animations

UE - Editor - Content Pipeline - FBX - Mar 19, 2025

In the attached screenshots, the following Animation Sequence assets are wrong: * FX_WST050_pSphereB1_TS_AnimFX_WST050_pSphereC1_TRS_AnimFX_WST050_pSphereC1_TRS_AnimFX_WST050_pSphereD_TR_Anim If yo ...