Crash trying to convert skeletal mesh to Nanite

UE - Rendering - Graphics Features - Nanite - Mar 6, 2025

In SkeletalRenderNanite.cpp / FDynamicSkelMeshObjectDataNanite::UpdateBonesRemovedByLOD, bone indices are of type FBoneIndexType (defined as uint16 from BoneIndices.h), instead of int32. On line 18 ...

Camera Animation imported through Sequencer with FBX sometimes loses rotation fidelity

UE - Anim - Sequencer - Feb 28, 2025

FBX attached[Link Removed] ...

Regression: Several project settings, especially from built-in Plugins, are being silently erased when previously they were not, which is perceived as a bug

UE - Foundation - Feb 28, 2025

In UE's Project Settings, some pages are saved automatically to the project's "Config/Default<CATEGORY>.ini" file (meant to be version-controlled) on every change. Other pages have buttons "Set as D ...

MRQ GBuffer Output Renders Normal GBuffer instead of BaseColor

UE - Virtual Production - Tools - 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 ...

Incorrect motion baking from Anim Sequence to Modular Control Rig

UE - Anim - Rigging - Feb 26, 2025

When using a modular control rig and baking to a control rig directly from an anim sequence, some parts do not bake correctly. ...

MaxDrawDistance set by CullDistanceVolume is lost on saving sublevel

UE - World Creation - Worldbuilding Tools - 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 - Graphics 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 ...

Global Invalidation causes CommonAnimatedSwitcher to flicker after animation completes

UE - Editor - UI Systems - UMG - Feb 19, 2025

The common animated switcher will currently flicker for one frame when its transition animation completes if global invalidation is enabled. This appears to be caused by a visibility change (HitTest ...