Ejecting from player in multiplayer PIE results in the wrong world being displayed

UE - Networking - Dec 13, 2024

In [Link Removed], it mentions that only the instance in the editor viewport supports switching to Simulate In Editor when running multiple instances in PIE. However, rather than showing that instan ...

UV issues using Procedural meshes

UE - Graphics Tools - Modeling Tools - Dec 11, 2024

From licensee: We build our procedural meshes using C++ and we checked our UVs used to fill the UV array before applying the CreateMeshSection method. The UVs seems to be correct however the result ...

The "Make Static Mesh" feature for skeletal meshes does not account for disabled mesh sections.

UE - Anim - Rigging - Skeletal Editor - Dec 11, 2024

The licensee was not able to make static meshes with the correctly disabled sections from a skeletal mesh in the current implementation of the "Make Static Mesh" button in the editor. They have prov ...

Runtime Virtual Texture rendering can allocate more FRDGBuffers than expected

UE - Rendering Architecture - Dec 10, 2024

When rendering runtime virtual texture pages without throttling (when r.VT.MaxUploadsPerFrame is high or during Movie RenderQueue captures) the number of FRDGBuffers allocated by the Render Graph Bu ...

Improve performance when creating multiple Data Layer Instances

UE - World Creation - Worldbuilding Tools - Dec 10, 2024

Every time AWorldDataLayers::CreateDataLayer is called,  UDataLayerManager::ResolveActorDescContainersDataLayers() gets called and iterates on all actordescs of the world.When creating multiple data l ...

Issue with PLA Editing inside another PLA causes Z-Fighting or Mesh Disappearance.

UE - World Creation - Worldbuilding Tools - Dec 6, 2024

When editing a Packed Level Actor (PLA) that is inside another PLA, z-fighting or mesh disappearance will occur. More specifically, it is seen when duplicating a mesh inside the PLA, upon saving the P ...

Editor Crash When Using FRequestPlaySessionParams GlobalMapOverride To Load World Partition Map

UE - World Creation - Worldbuilding Tools - Data Layers - Dec 6, 2024

The licensee has been using a custom CVAR to launch directly into PIE for a world partition level. Since updating to 5.4, this now causes an editor crash. The main factor appears to be whether or no ...

VR Preview crash when shadow quality is set to low

UE - Platform - XR - Dec 5, 2024

[/Script/Engine.RendererSettings] r.Tonemapper.Sharpen=2 r.TemporalAA.Upsampling=False r.DefaultFeature.AutoExposure.ExtendDefaultLuminanceRange=True r.LightPropagationVolume=0 r.ReflectionCaptureRe ...

When trying to snap selected foliage down to the ground using end key, if the mesh has collision complexity to "Use Simple Collision As Complex" and foliage collision preset to "BlockAll", the foliage selected will not move.

UE - World Creation - Worldbuilding Tools - Foliage - Dec 5, 2024

Using the "end" key on foliage selected with collision preset to "BlockAll" and the mesh collision complexity set to "Use simple Collision as Complex", the foliage will not move. This is wrong becau ...

A UFactory supporting '.flt' files interferes with the texture factory.

UE - Editor - Content Pipeline - Import and Export - Dec 5, 2024

Hi, I’ve written a plugin to enable loading of OpenFlight models into UE5 and have some snags that I could do with help to resolve.Plugin/Texture Interference: Created the plugin using a UFactory d ...