Null Material Layers in Material Instances cause Opacity Mask and WPO to break on Nanite Meshes

UE - Rendering Architecture - Materials - Oct 31, 2024

When a Material Instance is loaded that has a nullptr layer in StaticParametrs.Materiallayers.  The Material Instance will create it's own CachedExpressionData but the ConnectedParameterMask will be ...

Static/stationary child actor components are invisible and/or move position when placed inside a dynamically loaded level

UE - Framework - Components - Oct 31, 2024

When loading a non-world partitioned level into a persistent world partitioned level, parent actors with child actor components within the loaded map will move position or become invisible. Within t ...

Reduce the overhead of World Partition cells UObjects on GC

UE - World Creation - Worldbuilding Tools - World Partition - Oct 30, 2024

Users with large numbers of UObjects (500k+) that are using World Partition want to enable GC actor clustering to handle streaming levels but no performance gains are realized when enabling GC clust ...

Mobile Depth of Field blurry eveywhere

UE - Platform - Mobile - Oct 30, 2024

user reports I investigated the problem throught the frame capture tools and found that on a real device (iPhone 15 Pro in my case), the depth texture for the SunMask pass is not set (a dummy black ...

Invalid access location compressing a BC6h texture in the editor

RAD - Oct 29, 2024

Large texture crashes during Oodle compression with "-stompmalloc". It appears to be an internal Oodle error. Also tested on //UE5/Release-5.5/, CL: 37463908 ...

Depth of Field blur is inconsistent with r.ScreenPercentage == 100 (Dynamic resolution)

UE - Graphics Features - Oct 29, 2024

Depth of Field, with "r.DOF.Recombine.Quality = 0" will adjust the size of the depth in focus based on screen percentage. This might be related to over-fitting from the tile classification, because ...

UE 5.5 delayed Python initialization causes issues

UE - Editor - Workflow Systems - Oct 28, 2024

From this UDN: [Link Removed] The customer reports that this issue did not happen in 5.4. ...

Crash in FPipelineFileCacheManager::RegisterPSOStats

UE - Rendering Architecture - Oct 25, 2024

The game can crash when one thread clears RunTimeToPSOUsage while another thread is expecting it to contain a PSO it is registering stats for. Thread A:  calls CacheGraphicsPSO() Thread B:  calls C ...