SkinWeightsAsVertexMask in DeformerGraph does not respect SkinWeightProfile

UE - Anim - Rigging - Deformer - Aug 1, 2025

The WeightBuffer passed to the shader does not reflect the SkinWeightProfile. The work around is : void FOptimusSkinWeightsAsVertexMaskDataProviderProxy::GatherDispatchData(FDispatchData const& In ...

start/end state notify events can be sent every frame on dedicated server builds

UE - Anim - Gameplay - Aug 1, 2025

The problem is that UCharacterMovementComponent::MoveAutonomous can tick the anim instance and dispatch notifies outside of the regular skeletal mesh component tick. But when MoveAutonomous calls T ...

Crash when displaying lumencards on map with many objects

UE - Graphics Features - Lumen - Aug 1, 2025

There is a thread conflict between FRDGBuilder execution in Background Worker and LumenVisualizer's LumenCard add/delete process. When lumen cards are displayed in a scene with many objects, a crash ...

If any light source is deleted, and a single light has its visibility state changed in LightMixer, all the other lights in the scene that were invisible turn visible

UE - Virtual Production - Tools - Jul 31, 2025

If any light source is deleted, and a single light has its visibility state changed in LightMixer, all the other lights in the scene that were invisible turn visible. The behavior only shows after d ...

The LightMixer window is making all scene lights visible once you toggle the visibility of a single light

UE - Virtual Production - Tools - Jul 31, 2025

The LightMixer window is making all scene lights visible once you toggle a single light as visible. Any light source (except SkyLight) will be turn visible once a single light is made visible using ...

Anamorphic Squeeze Factor causes a blocky Depth of Field issue on AMD Hardware

UE - Graphics Features - Jul 30, 2025

When using the Anamorphic Squeeze Factor on a camera on AMD RDNA3 and RDNA4 hardware, blocking artefacts may be seen depending on the extent of the blur. The peripheries of the viewport appear to be ...

Mover Spawning and teleport issues related to World::EncroachingBlockingGeometry and CharacterMesh collision

UE - Gameplay - Player Movement - Mover - Jul 30, 2025

Setting a Skeletal meshes collision preset to CharacterMesh introduces problems with spawning and teleporting a pawn driven with Mover.  ...

Specular Scale 0 on Light still affects Groom asset

UE - Rendering Architecture - Jul 30, 2025

When a light's Specular Scale is set to 0, the specular still affects hair / groom assets. The specular of other assets (like a shiny static mesh in the scene) is properly affected by the change.  ...

Unloading a World Partition region during nested Level Instance inline editing prevents exiting editing mode

UE - World Creation - Worldbuilding Tools - Level Instances - Jul 28, 2025

In the case of a single-layer Level Instance, actors are still referenced even when the region is unloaded. However, in the case of nested Level Instances, the level being edited is discarded when t ...

Mutable RemoveMesh node with data from DataTable

UE - Anim - Mutable - Jul 28, 2025

Hi, We are trying to use Mutable plugin to avoid clipping using the RemoveMeshNode with data from DataTables. However we are having trouble with the most basic example of our idea. We have a Data ...