Skeleton mesh with hair strands material will lead to unnecessary draw call submissions

UE - Graphics Features - Mar 27, 2025

Materials with "Used With Hair Strands" enabled will cause Skeletal Meshes to draw twice in the Base Pass. ...

Material Layers Relink Button Missing

UE - Rendering Architecture - Materials - Mar 26, 2025

The Relink button is missing (as are the Save Sibling and Save Child buttons) on Material Instances that use Material Attributes Layers in 5.5. ...

Some features have not yet been supported when using AmbientCubemap as IBL

UE - Graphics Features - Mar 26, 2025

Translucent materials do not receive specular highlights and reflections from Ambient Cubemaps set in Post-Process settings. There is a pass"InjectTranslucencyLightingVolumeAmbientCubemap" that sho ...

Scenecapturecomponent not including Niagara effect if custom renderpass is used

UE - Graphics Features - Mar 20, 2025

When using an "FSceneRenderer::CustomRenderPasses", the View never has Distance Field textures assigned. Can it instead reuse the Distance Field clipmap from the main view? ...

Shadow artifacts on translucent objects when using the setting Cast Dynamic Shadows As Masked

UE - Graphics Features - Mar 20, 2025

Flickering shadow artifacts can be seen with translucent mateirals with "Cast Dynamic Shadows As Masked" enabled. Please note that the artifacts disappear when switching from virtual shadow maps to ...

Moving a saved duplicate of an OpenWorld level crashes the Editor

UE - World Creation - Worldbuilding Tools - Mar 19, 2025

Moving a saved duplicate of an OpenWorld level crashes the Editor. The act of moving the duplicated OpenWorld level crashes the Editor the moment the engine tries to delete the original level, so it ...

FSkeletalMeshComponentInstanceData subclasses FSceneComponentInstanceData instead of FPrimitiveComponentInstanceData

UE - Anim - Rigging - Mar 19, 2025

FSkeletalMeshComponentInstanceData subclasses FSceneComponentInstanceData instead of FPrimitiveComponentInstanceData. When calling ApplyToComponent() the SceneComponentInstanceData version will be c ...

Discrepancy in FBX import on animations

UE - Editor - Content Pipeline - FBX - Mar 19, 2025

In the attached screenshots, the following Animation Sequence assets are wrong: * FX_WST050_pSphereB1_TS_AnimFX_WST050_pSphereC1_TRS_AnimFX_WST050_pSphereC1_TRS_AnimFX_WST050_pSphereD_TR_Anim If yo ...

Vehicle Template with Thruster Configuration will be affected by force relative to the distance from the origin

UE - Simulation - Physics - Mar 18, 2025

Vehicle Template vehicle with added Thruster Configuration to its VehicleMovementComponent will be affected by force relative to the distance from the origin. At around 200000 the force is enough to ...

Enabling Override Instance Data to a LevelSequencerActor that has a Shot Track can lead to crashing the engine

UE - Anim - Sequencer - Mar 17, 2025

Enabling Override Instance Data to a LevelSequencerActor that has a Shot Track can lead to an Actor being translated really far, or even a crash in the engine. The licensee has encountered a particu ...