Crash on packaged dedicated server when a uproperty is marked as both replicated and editor-only

UE - Foundation - Cpp Tools - UnrealHeaderTool - Nov 26, 2024

In some situations, it can be useful to have a replicated editor-only C++ property (For example, the user that reported this issue was attempting to replicate settings to the client for game designe ...

Small UInstancedStaticMeshComponent::UpdateInstanceTransformById bug

UE - Graphics Features - Nov 20, 2024

The call to UpdateInstanceTransform within UInstancedStaticMeshComponent::UpdateInstanceTransformById(..) sends bTeleport in place of bMarkRenderStateDirty that was added as part of Unreal Engine 5. ...

Invalid PropertyConnectedMask in layered material instance when base material doesn't use material attributes

UE - Rendering Architecture - Materials - Nov 20, 2024

When UMaterialInstanceConstant::UpdateCachedData() updates CachedExpressionData.PropertyConnectedMask for material instances with layers incorrectly, it can lead to various graphical issues includin ...

Shadow Maps performance issue with 5.4 in comparison towards 5.3

UE - Graphics Features - Shadows - Nov 20, 2024

Shadow depths performance for non-VSM in certain scenes, notably those with rect lights and meshes that are set to movable, went from ~2ms to ~18ms going from UE 5.3 to UE 5.4. Setting the movable a ...

Getting the Outer (GetOuter()) inside AssetUserData::PostEditChangeOwner added to an instanced actor in a level returns the Outer marked with "Trash"

UE - Gameplay - Nov 20, 2024

When you call GetOuter() inside AssetUserData::PostEditChangeOwner, the Outer that is returned, is marked as "Trash". This is because the object is constructed again when an AssetUserData is added. ...

Behavior Tree (BT) services added to root nodes call the initial tick twice

UE - AI - Nov 20, 2024

Behavior Tree (BT) services added to root nodes call the initial tick twice A BT Service with the setting "Call Tick on Search Start" enabled will execute the initial tick twice when added to the ro ...

Crashing when toggling maps containing Color Correct Regions

UE - Virtual Production - Rendering - Color - Nov 19, 2024

When maps with Color Correct Regions are streamed into another map have their visibility toggled during runtime, it will cause a memory access violation and crash the editor. ...

StopMontage with different BlendOutTime not taken into account after first StopMontage

UE - Anim - Gameplay - Nov 19, 2024

When an animation is currently blending out due to automatic blend out or GameplayLogic, further StopMontage with specific BlendOut will not update the time to blend out of the current blending out ...

Motion Warping component disappears on Editor restart or when swapping engine versions.

UE - Anim - Gameplay - Nov 19, 2024

Motion Warping component is disappearing on Editor restart or when swapping engine versions. When this occurs, the BP has the following Compiler Results messages: Component class is not set for'Mot ...

In UE5.5(final), when adding plugin from an older version of Unreal to a BP project, we are informed that the Engine Modules are out of date, and cannot be compiled while the engine is running. Please build through your IDE.

UE - Foundation - Cpp Tools - Nov 19, 2024

In UE5.5(final), when adding plugin from an older version of Unreal to a BP project, we are informed that the "Engine Modules are out of date, and cannot be compiled while the engine is running. Ple ...