A Skeletal Mesh simulating physics that hits a Geometry Collection Actor with OneWayInteraction true, OneWayInteractionLevel 1, and is using Damage Propagation (default) will be accelerated so fast it immediately disappears by hitting the world limits

UE - Simulation - Core - Jan 20, 2025

A Skeletal Mesh simulating physics that hits a Geometry Collection Actor with OneWayInteraction true, OneWayInteractionLevel 1, and is using Damage Propagation (default) will be accelerated so fast ...

NetUpdateFrequency Affected by Global Time Dilation

UE - Networking - Jan 13, 2025

Changing the global time dilation in a multiplayer game affects the rate at which actors are considered for replication, and setting it to 0 will even cause replication to stop entirely (unless the ...

Params in material instance disappear when grouping is changed in material with a material layer

UE - Rendering - Architecture - Materials - Jan 11, 2025

If there is a texture parameter within a specific material attribute stream in the base material and also within the base material layer, they must have the same parameter group otherwise the parame ...

Memory leak in global distance field when bDisableWorldRendering=true

UE - Rendering - Graphics Features - Jan 7, 2025

A memory leak occurs in global distance fields when bDisableWorldRendering=true As a workaround until this is fixed, you can disable the logic that checks bUpdatedThisFrame *in *GlobalDistanceField ...

AssetLocalization does not work and the asset does not switch to localization asset even if culture is specified

UE - Editor - UI Systems - Localization - Dec 20, 2024

Asset localization does not work. When playing in standalone, it shows "jp" texture instead of "en" texture even if "-culture=en" is set. This appears to be a regression issue, as the localization w ...

Ejecting from player in multiplayer PIE results in the wrong world being displayed

UE - Networking - Dec 13, 2024

In [Link Removed], it mentions that only the instance in the editor viewport supports switching to Simulate In Editor when running multiple instances in PIE. However, rather than showing that instan ...

Nanite Mesh Reduction Issue

UE - Rendering - Graphics Features - Nanite - Nov 28, 2024

This issue was reported through a UDN. Licensee mentioned that they are seeing a hole in their Nanite mesh at as they move away from it. Using the Nanite debug view we observe at a certain distance ...

Calling BodyInstance.UpdateBodyScale displays erratic behaviors and does not update the rendering scale

UE - Simulation - Core - Nov 22, 2024

Calling BodyInstance.UpdateBodyScale displays erratic behaviors and does not update the rendering scale. The licensee has reported and presented a repro project that displays the erratic behavior of ...

CreateD3D12Texture causes the Low Level Memory system to register two allocations for the same pointer on the same track channel

UE - Rendering - Architecture - RHI - Oct 31, 2024

CreateD3D12Texture causes two OnLowLevelAllocs in LLM to be called with the same pointer and the same channel, leading to a warning. LLM WARNING: Replacing allocation in tracking map. Alloc/Free Mi ...

Fail to copy files to IOS app with AdditionalBundleResources and UPL

UE - Platform - Apple - Sep 14, 2024

When using AdditionalBundleResources in the Build.cs file to copy files, the files appear in the Resources directory of the generated Xcode project. However, these files are not found in the final i ...