Incorrect NiagaraSystem passed to KillUnusedComponents in ReclaimWorldParticleSystem

UE - Niagara - Jun 10, 2025

In UNiagaraComponentPool::ReclaimWorldParticleSystem, the cleanup loop for WorldParticleSystemPools calls KillUnusedComponents with the reclaimed component's NiagaraSystem (Asset) instead of the sys ...

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 ...

Editor vs Runtime: Inconsistent data layer behavior when attaching actors

UE - World Creation - Worldbuilding Tools - World Partition - Jun 5, 2025

In editor, data layer system respects the data layer settings for each actor, but at runtime, the condition check is made collectively for each actor cluster, resulting in differences in behavior. ...

Editor crashes when using PCG SpawnActor with a DataLayer inside a Level Instance

UE - World Creation - Procedural Tools - Jun 4, 2025

A PCG actor is assigned to a DataLayer and placed inside a Level Instance. Then that Level Instance is placed into a World Partition map. When the SpawnActor node in the PCG graph is set to MergePCG ...

Niagara Scalability Crash When Processing Significance

UE - Niagara - Jun 4, 2025

Method FNiagaraScalabilityManager::ProcessSignificance() iterates on indices from Context.SignificanceIndices and uses them to access the State and ManagedComponents arrays. It can then decide to cr ...