Incorrect UV coordinates when visualizing mesh painting texutre on Nanite splines

UE - Graphics Features - Jun 30, 2025

The UV coordinates for visualizing the mesh painting texture on Nanite spline meshes are not working correctly. This runs the code in the NANITE_VISUALIZE_MESH_PAINT_TEXTURE section in NaniteVisuali ...

[AI] Spatially loaded objects in a WP map that are unloaded do not contribute to the navmesh when Build Paths is run

UE - AI - Navigation - Jun 23, 2025

Using Build Paths does not create a navmesh that also includes any Actors or Objects that are unloaded and spatially loaded. The navigation system appears to load the world within the navigable boun ...

Eye Adaptation Inverse node does not work with volumetric materials

UE - Graphics Features - Jun 23, 2025

The EyeAdaptionInverse node works differently for surface materials and volumetric materials. In surface materials, it allows to have a consistent glow during day and night time, however in a volume ...

Instanced Static Meshes ignore max World Position Offset Displacement for bounds after UpdateInstanceTransform is called

UE - Graphics Features - Jun 18, 2025

When an Instanced Static Mesh Component (ISMC) uses a material with a non-zero Max World Position Offset Displacement, the bounds are correctly expanded at initialization. However, after calling Upd ...

Arrays in UMaterialEditorInstanceConstant are not updated

UE - Rendering Architecture - Materials - Jun 13, 2025

Any UPROPERTY TArray added to UMaterialEditorInstanceConstant will not cause UI updates when elements are added or removed. This is caused by the custom validator created in FMaterialInstanceEditor ...

New material translator: Switch statement not derivative aware

UE - Graphics Features - Jun 13, 2025

Analytical Derivatives are not calculated properly when using UMaterialExpressionSwitch. Disjoint UVs in screen space result in large jumps in the derivatives, which can cause artifacts as the wrong ...

Dithered LOD transitions sometimes briefly flicker to the next LOD before fading

UE - Graphics Features - Jun 12, 2025

When dithered LOD transitions occur, a brief flash of the next LOD level is first shown on the entire mesh after which the current LOD fades to the next (or previous) LOD. The flashing behavior only ...

Sphere Reflection Captures overridden by Skylight

UE - Graphics Features - Jun 10, 2025

When using non-Lumen lighting and Screenspace reflections off, the skylight location overrides the Reflection Capture location during Build Reflections. This results in a Reflection Capture taken fr ...

ChordBlockers don't work as expected when ChordAction is set in InputAction

UE - Gameplay - Input - Jun 3, 2025

In the Enhanced Input System, when using a UInputTriggerChordAction to define a chorded input (e.g., Shift + W), the automatic chord blocking system (UInputTriggerChordBlocker) only functions correc ...

Collision Drawing in Cooked Builds (Development) doesn't Show Geometry for Nanite Meshes

UE - Graphics Features - Jun 2, 2025

Context The showFlag.CollisionVisibility 1 cvar is a viewport visualization mode that highlights which Actors will block visibility. The showFlag.CollisionPawn 1 cvar is a Player Collision viewmode ...