UGS scheduled sync doesn't account for sleeping machine

UE - Foundation - UGS - Mar 4, 2025

Source [Link Removed] As a developer, I would like to have my scheduled syncs in UGS be honoured during computer sleep so that I can have my computer in sleep for the most part, and have it wake wh ...

MRQ GBuffer Output Renders Normal GBuffer instead of BaseColor

UE - Anim - Sequencer - MRQ - Feb 27, 2025

When attempting to use console variables to render the BaseColor output, the GBuffer overview or GBuffer normal output is rendered instead.  Using the commands in the Editor viewport shows the BaseC ...

Iris - dynamically spawned actor components call BeginPlay before reading initial replicated properties

UE - Networking - Iris - Feb 27, 2025

The same issue reported in [Link Removed] is also present in Iris. ...

Editor crash after reverting a Blueprint asset in source control

UE - Framework - Blueprint Compiler - Feb 26, 2025

Added context from dev support ticket:The crash occurs because FDelegateProperty::Serialize accesses a dangling SignatureFunction pointer. Given that its derefencing dangling pointers the specifi ...

Searching for gameplay tag variable values in the blueprint details panel returns no results

UE - Framework - Blueprint Editor - Feb 25, 2025

The expected behavior is when searching for a gameplay tag value in the blueprint details panel, you will find the matching gameplay tag you are searching for. The actual behavior is when searching ...

Resolution retrieval issues caused by multi-monitor hot-swapping.

UE - Rendering Architecture - RHI - Feb 24, 2025

I looked into the underlying code, and it seems that this situation is not well handled. One possible solution is to trigger EnumAdapters() when the system fires the WM_DISPLAYCHANGE message. This ...

Level Actors that are converted to a Blueprint using "Convert Selection to Blueprint Class" and using "Harvest Components" as the CreatingMethod, does not sanitize dots (.) character and make them invalid for operations like StaticFindObject.

UE - Framework - Blueprint Editor - Feb 20, 2025

When Level Actors are converted into a Blueprint using the "Convert Selection to Blueprint Class" option with "Harvest Components" as the creation method, the conversion process does not sanitize do ...

Global Invalidation causes CommonAnimatedSwitcher to flicker after animation completes

UE - Editor - UI Systems - UMG - Feb 19, 2025

The common animated switcher will currently flicker for one frame when its transition animation completes if global invalidation is enabled. This appears to be caused by a visibility change (HitTest ...

Synthetic benchmark is affected by Scalability Settings

UE - Rendering Architecture - RHI - Feb 19, 2025

Sumo Digital Ltd. has reported that the synthetic benchmark has skewed GPUIndex scores when changing graphics scalability settings (i.e. r.LumenScreenProbeGather.DownsampleFactor). They are currentl ...

Changing the “DistanceField Trace Distance” requires rebuilding the lightmaps

UE - Graphics Features - Feb 18, 2025

Changing the “DistanceField Trace Distance” requires rebuilding the lightmaps even though the valu never affect light baking process in Lightmass. ...