Significant hitch occurs when invoking ApplySettings on a UGameUserSettings object

UE - Graphics Features - Jun 18, 2025

Calling the ApplySettings method on a UGameUserSettings object results in a noticeable hitch, with severity proportional to the number of primitive components present in the scene. This hitch stems ...

TSR does not converge while using the color grading widget

UE - Editor - Applied Usability - Jun 17, 2025

TSR (and TAA) does not converge when interacting with the color grading widget, but while keeping the mouse still. This makes it real-time previews more difficult. The expected behavior would be tha ...

PCG: Unable to use Attribute property overrides to target nested struct properties, such as BodyInstance.CollisionProfileName due to how it's validated in PCGMeshSelectorByAttribute.cpp

UE - World Creation - Procedural Tools - PCG Workflow - Jun 17, 2025

Context: Static Mesh Spawner is used to spawn one static mesh per point in the provided point data. PCGMeshSelectorByAttribute is used to select an entry based on an attribute present on the mesh. ...

Foot Placement Node does not account for Mesh and Actor Scale

UE - Anim - Runtime - Anim Blueprints - Jun 17, 2025

When scaling down the character in the Game Animation Sample to 0.1 (Actor Scale or Mesh Scale), the lower body becomes crouches, not taking into account the difference in pelvis and foot difference ...

Water is missing or appears in wrong places due to incorrectly rendered WaterInfoTexture.

UE - Graphics Features - Jun 16, 2025

Water is missing, appears in strange blocks, or appears in wrong places due to incorrectly rendered WaterInfoTexture. The WaterInfoTexture is part of the WaterZone actor. ...

Initialize_AnyThread and CacheBones_AnyThread can be called multiple times on Saved Pose nodes in linked anim graphs

UE - Anim - Runtime - Jun 13, 2025

Initialize_AnyThread and CacheBones_AnyThread can be called repeatedly on sub-graphs below Saved Pose nodes when they are part of a linked anim graph and the main anim graph has yet to be initialize ...

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 ...

MRQ - MovieGraphEditorExample.py on_executor_finished_delegate not called in 5.6

UE - Anim - Sequencer - MRQ - Jun 13, 2025

From UDN: We are launching jobs using a modified version of MovieGraphEditorExample.py. In 5.5 everything works fine, but in 5.6 the on_executor_finished_delegate is never getting called when all th ...