TSR and TAA history accumulation gets reset when taking viewport screenshots or when clicking outside the tree in the outliner

UE - Graphics Features - May 30, 2025

TSR (and TAA) history accumulation gets reset when taking viewport screenshots or when clicking on an empty area in the outliner (when a tree item is selected). This can cause an undesirable issue w ...

GLTFExporter indexing issue

UE - Editor - Content Pipeline - glTF - May 29, 2025

Hi, I also ran into an issue when exporting a skeletal mesh that has multiple sections that all share the same material slot. It looks like the index buffer that's constructed is incorrect. In GLTF ...

Enabling Wireframe Mode along with HDR (EyeAdaptation) Visualization crashes the Editor

UE - Graphics Features - May 29, 2025

In the Viewport, enabling Wireframe Mode (ALT+2) along with HDR (EyeAdaptation) Visualization crashes the Editor. I've tested different versions and this issue is not present on 5.0, but it reproduc ...

GPU Lightmass no longer works with cascaded shadow maps

UE - Graphics Features - May 29, 2025

Since Unreal Engine 5.5 stationary lights have stopped working with GPU Lightmass when using Cascaded Shadow Maps. With Virtual Shadow Maps enabled on the project, GPU Lightmass works. This issue d ...

Live Link Hub hang when discovering YUV444 encoded takes in Capture Manager

UE - Virtual Production - IO - LiveLink - May 28, 2025

When using Capture Manager in Live Link Hub to discover takes which contain video encoded with the YUV444 pixel format will cause the application to hang. The Windows Media Foundation library used ...

PlayMontages can break after binding an actor with an AnimInstance inside a LevelSeuqence.

UE - Anim - Sequencer - May 28, 2025

When an Animation Sequence is overridden by a LevelSequence, and later reverts to its original animation state, the AnimInstance fails to properly reinitialize. This prevents subsequent animation lo ...

VSM SMRT SamplesPerRay CVars behave differently if groom assets are present leading to a potential full-scene shadow

UE - Graphics Features - May 28, 2025

When a groom is present, setting any SamplesPerRay SMRT CVar to zero results in an unexpected complete shadow projected from the light. ProjectLight() in VirtualShadowMapProjection.usf has addition ...

MRQ - No Rayrtaced Shadows casted from Groom Caches with only 1 Spatial Sample

UE - Anim - Sequencer - MRQ - May 28, 2025

A groom cache will not cast a raytraced shadow with only 1 spatial sample. It does not matter how many temporal samples you have. ...

Unexpected Collision Response When Nesting Primitive Components with auto-weld enabled and physics disabled on children. The root primitive falls through floor even though it is set to block all.

UE - Simulation - Physics - May 27, 2025

Context Auto-weld makes it so if a child is attached to a parent, the two bodies will be joined into a single rigid body. Physic settings like collision profile and body settings are determined by t ...

UnrealServer -precompile -allmodules fails to compile with - Plugins\Media\PixelStreaming2\Source\PixelStreaming2\Internal\UtilsCore.h(34) : error C4702: unreachable code

PixelStreaming - May 27, 2025

UnrealServer -precompile -allmodules fails to compile with - Plugins\Media\PixelStreaming2\Source\PixelStreaming2\Internal\UtilsCore.h(34) : error C4702: unreachable code This compile setting is us ...