MRQ GBuffer Output Renders Normal GBuffer instead of BaseColor

UE - CAPT - Color Pipeline and Rendering - MRQ - Feb 27, 2025

When attempting to use console variables to render the BaseColor output, the GBuffer overview or GBuffer normal output is rendered instead.  Using the commands in the Editor viewport shows the BaseC ...

MaxDrawDistance set by CullDistanceVolume is lost on saving sublevel

UE - Engine Scaling - Streaming - Feb 21, 2025

The UpdateCullDistanceVolumes behavior when saving was changed by CL-36588597. Only CullDistanceVolumes in the same sublevel can affect Max Draw Distance. ...

Level Actors that are converted to a Blueprint using "Convert Selection to Blueprint Class" and using "Harvest Components" as the CreatingMethod, does not sanitize dots (.) character and make them invalid for operations like StaticFindObject.

UE - Framework - Blueprint Editor - Feb 20, 2025

When Level Actors are converted into a Blueprint using the "Convert Selection to Blueprint Class" option with "Harvest Components" as the creation method, the conversion process does not sanitize do ...

Missing Triangles on scaled MetaHuman assets with Nanite enabled

UE - Rendering - Features - Nanite - Feb 19, 2025

Additional information: only happens when all three conditions are true: the camera is very close to the character, the MH is Nanite, and a scaled mocap animation is appliedmaterial is opaque, shows ...

Soft Raytracing Shadows are flickering

UE - Rendering - Features - Ray Tracing - Feb 18, 2025

[Image Removed][Link Removed] ...

Changing the “DistanceField Trace Distance” requires rebuilding the lightmaps

UE - Rendering - Features - Feb 18, 2025

Changing the “DistanceField Trace Distance” requires rebuilding the lightmaps even though the valu never affect light baking process in Lightmass. ...

[AI] WP Dynamic navmesh fails to rebuild tiles with actors that are loaded but not part of the base navmesh.

UE - Runtime - Character - Feb 18, 2025

WP dynamic navmesh does not properly react to actors or navigation modifiers that are loaded in areas that the navmesh has not yet streamed into. Although the actors/modifiers are not part of the ba ...

FBX Import - 5.5.4 - Morph targets 1 frame offset

zComponent - Archive - Feb 17, 2025

Morph targets work! Yay! But found another issue. Basically import an fbx with multiple animated morph targets applied to it. The morph change shape over 1 frame and for some reason in 5.5.4, there' ...

Linear interpolation occurs on constant tangent curve partially

UE - Runtime - Animation - Feb 17, 2025

When using UV scrolling for a flipbook-like animation in Animation Sequence, creating keys with "Constant Tangent" settings on Curve Editor does not result in an instantaneous change to the specifie ...

Duplicating many Actors at once in a Level Instance while in Level Instance Edit will result in a jumbled mess of Actors on the Persistent Level

UE - Engine Scaling - Streaming - Level Instances - Feb 12, 2025

Duplicating many Actors at once in a Level Instance while in Level Instance Edit will result in a jumbled mess of Actors on the Persistent Level. The licensee has encountered this in Unreal 5.4 and ...