StructUtils plugin's `FInstancedStruct` in a CPP-defined struct in a `TArray` on an actor component defined in CPP and implemented in BP. Populating the instanced struct in an actor BP's class defaults breaks serialization of the class defaults.

UE - AI - May 30, 2025

Context Instanced structs are great for holding simple data with the main advantage they have is a low memory overhead unlike instanced objects. Problem The problem is in StructUtils plugin's `FIns ...

[5.4+] World Partition Landscape Spline Meshes Builder - Source landscape splines are not properly removed/hidden

UE - World Creation - Worldbuilding Tools - World Partition - May 30, 2025

LandscapeSplineActors and LandscapeSplineMeshesActors are not behaving as expected in 5.4 or 5.5. Testing in 5.4 the issue mostly seems to stem from issues with the Target Landscape -> Landscape Ac ...

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 ...

PlayerCameraManager->OnBlendComplete() delegate not getting called

UE - Gameplay - Gameplay Cameras - May 29, 2025

The PlayerCameraManager->OnBlendComplete() delegate is not getting called when running a game in a standalone network mode without any networking. ...

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 ...

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 ...

Crash when two textures reference eachother as composite textures

UE - Texture - May 28, 2025

When (unintentionally) trying to set one texture as the composite texture of another, which itself is the composite texture of the first, a stack overflow occurs leading to a crash: in UTexture::Pos ...

Scene with texture collection crashes when dumping a full memreport

UE - Rendering Architecture - RHI - May 28, 2025

A licensee has reported that generating a full memreport of a packaged project which uses a texture collection leads to a crash. ...