SetActorLabel() is slow on Landscapes

UE - Graphics Tools - Terrain - Landscape - Jan 7, 2025

I've noticed calling SetActorLabel() on a Landscape will call PostEditPropertyChanged() which causes the Landscape Components to regenerate all collisions. As per the repro, this can take a long tim ...

Frame snapping does not work in AnimNotifyPanel

UE - Anim - Runtime - Dec 20, 2024

When snapping for frames is turned on, dragging an anim notify state does not result to being snapped on a frame. ...

Inconsistent events triggered by FlushProcessedKeys during keyboard hold input

UE - Gameplay - Input - Dec 20, 2024

Key repeats from the OS do not affect the EnhancedInput normally, but it causes inconsistent event triggers when FlushProcessedKeys is called with holding a keyboard key down. Removing references t ...

AssetLocalization does not work and the asset does not switch to localization asset even if culture is specified

UE - Editor - UI Systems - Localization - Dec 20, 2024

Asset localization does not work. When playing in standalone, it shows "jp" texture instead of "en" texture even if "-culture=en" is set. This appears to be a regression issue, as the localization w ...

MakeEditWidget doesn't work with the blueprint editor viewport

UE - Framework - Blueprint Editor - Dec 19, 2024

Using the MakeEditWidget specifier inside a UPROPERTY macro and creating a blueprint based on the class will show the translation gizmo inside the main editor viewport but the gizmo will not show up ...

ExposeOnSpawn pins no longer read default values from the linked class

UE - Framework - Blueprint - Dec 18, 2024

This is technically a regression that was introduced in 5.5. This was intentionally changed in order to address a separate issue [Link Removed]. Additionally, this makes it explicit that the exposed ...

VisualizeTexture with the BMP flag causes a crash when any mip over mip0 is requested

UE - Rendering Architecture - Dec 18, 2024

When a mip level higher than 0 is requested in VisualizeTexture, the engine will crash. The root cause appears to be VisualizeTexture.cpp:924, on which an incorrect mip level is used to read a non-m ...

Dragging and dropping multiple notifies does not place all notifies in intended areas.

UE - Anim - Runtime - Dec 17, 2024

When dragging multiple (tested with 4) notifie states there are a few issues. On Drop: Some notify states do not land on the correct track. On Drag: The notify states do not line up with their cor ...

Misalignment between meshes used in landscape spline segments

UE - Graphics Tools - Terrain - Dec 17, 2024

When using a landscape spline with multiple segments, there can be misalignment between spline segments when the tangent length of segments are too short, causing visual seams between meshes that sh ...

Linked graphs that are linked via post process anim bp BeginPlay can be lost on reinitialization of anim instance

UE - Anim - Runtime - Anim Blueprints - Dec 16, 2024

Certain codepaths in USkeletalMeshComponent::InitializeAnimScriptInstance can cause linked anim graphs that are running in Post Process anim bps to be unlinked.  The problem only occurs when the lin ...