Reimporting an asset during PIE overwrites the bAllowCPUAccess value to true

UE - Editor - Content Pipeline - Import and Export - May 22, 2025

When reimporting a static mesh asset before PIE execution, the value of bAllowCPUAccess is false.  If reimporting a static mesh asset while PIE is running, the value of bAllowCPUAccess is true. In a ...

Specular highlight and roughness issue on clearcoat material with second normal at certain view angles

UE - Graphics Features - May 21, 2025

Specular highlights on non-Nanite meshes with a clearcoat material that has the second normal enabled will disappear at certain view angles. This can be worked around by adding a constant node to th ...

Misaligned sampling in UI Material with with CustomStencil

UE - Editor - UI Systems - May 19, 2025

The output of the CustomStencil node in a User Interface material does not align with the viewport dimensions. Toggling fullscreen/windowed mode (F11) causes the offset to reappear, so scaling the n ...

AnimNotify Issue with LevelSequencer Actor with URO

UE - Anim - Runtime - Anim Blueprints - May 19, 2025

Sometimes AnimNotify does not fire when an animation is executed under the following conditions. 1. The CharacterMesh's AnimationMode uses UseAnimationAsset 2. CharacterMesh's URO is enabled (Enable ...

Tick functions are skipped on the first frame in package build and standalone PIE

UE - Gameplay - May 19, 2025

It's reported that all Tick functions are skipped on the first frame when running in packaged builds and standalone PIE. This is because both TickVisitedGFrameCounter and GFrameCounter are initializ ...

Changes to Instanced Properties default value on BP not propagated to placed actors in the opened level

UE - Foundation - May 15, 2025

In UE versions 5.4 and onwards (as of CL 42589677 in Main), when an Instanced UObject property is defined in an Actor Blueprint, modifying the default value in the Blueprint does not propagate the c ...

RayTracingManager::Tick() called twice in a single game frame

UE - Graphics Features - Ray Tracing - May 14, 2025

A licensee has shared a project with us, in which they are able to trigger a problematic case where the RayTracingGeometryManager is ticked twice during a single game frame. It would be good to inve ...

Cascade - Some Delayed Particle Emitters Don't Function with High Delta Times

UE - Niagara - Cascade - May 13, 2025

This is a Cascade issue from a UDN where single loops can be skipped if the DT is high enough. ...

Skeleton does not match Full Body IK node debug.

UE - Anim - Rigging - Control Rig - May 13, 2025

In a simple setup of the Fullbody IK control rig node, when you turn on the debug draw of the ik solve. The lines and the skeleton do not align. ...