Generation of sub-level LOD doesn't work when forward rendering is used

UE - World Creation - Worldbuilding Tools - World Composition - Mar 9, 2020

When using WorldComposition and building LOD for a sublevel, textures of generated Landscape LOD are not correct when the project has forward rendering enabled. The issue is that the material gener ...

Importing camera FBX into subsequence loses focal length

UE - Anim - Sequencer - Mar 27, 2020

Importing a camera FBX into a sub sequence will not copy focal length animation.  ...

Runtime float curves not applied in inherited blueprints

UE - Framework - Blueprint Runtime - Mar 13, 2023

[MetaSounds][Ladder Filter] - Ladder Filter Produces Incorrect Output when the Sample Rate is not 48kHz

UE - Audio - MetaSounds - Oct 30, 2023

When the Sample Rate of the Audio Mixer or device is not 48kHz, the Ladder Filter output is not correct on PIE. It is Silent at 20000Hz, and other frequencies also sound wrong.  ...

[MetaSounds][Biquad Filter] - Biquad Filter Produces Incorrect Output when the Sample Rate is not 48kHz

UE - Audio - MetaSounds - Oct 30, 2023

When the Sample Rate of the Audio Mixer or device is not 48kHz, the Biquad Filter output is not correct on PIE. It is Silent at 20000Hz, and other frequencies also sound wrong. See [Link Removed] ...

Natively declared Gameplay Tags aren't counted by Reference Viewer when set default by ctor

UE - Gameplay - Jul 11, 2024

Similar to Issue 199247 ([Link Removed]), Natively declared Gameplay Tags aren't counted by Reference Viewer when used in a variable set in a C++ ctor. ...

Regression: Crash when saving the level blueprint of a world-partition map containing any node with an unconnected input pin of type "Gameplay Attribute Structure"

UE - Gameplay - Gameplay Ability System - Feb 19, 2025

In UE 5.5, when the user attempts to save the level blueprint of a world-partition map, the Editor crashes if the BP contains any node with an input pin of type "Gameplay Attribute Structure", as lo ...

Arrays in UMaterialEditorInstanceConstant are not updated

UE - Rendering Architecture - Materials - Jun 13, 2025

Any UPROPERTY TArray added to UMaterialEditorInstanceConstant will not cause UI updates when elements are added or removed. This is caused by the custom validator created in FMaterialInstanceEditor ...

Cascade Shadow Map octree not handling new max world size

UE - Graphics Features - Jul 21, 2025

Cascaded Shadow Maps do not use the proper world size for octree culling. At far distances, the shadows are always culled. ...

Point Lights Invlidate Virtual Shadow Map Cache when at a distance from attenuation radius

UE - Graphics Features - Oct 28, 2025

When the camera is outside of a certain distance from a point lights attenuation radius the VSM of that point light stops caching shadow maps. This can also be reflected in the output from the 'r.S ...