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 ...

Incorrect mesh deformation when Max World Position Offset Displacement used

UE - Graphics Features - Nanite - Feb 12, 2025

When Vertex Animated Texture is used to animate a mesh with World Position Offset, often the Max World Position Offset Displacement Material setting must be increased or the Bounds Scale increased, ...

Mover ensure triggered when engine is running in the background

UE - Gameplay - Player Movement - Mover - Feb 11, 2025

When the engine is running in the background, the following ensure may be hit in NetworkPredictionService_Interpolate.inl: npEnsure(ToFrame == INDEX_NONE || LocalFrame - ToFrame < Frames.Buffer.Cap ...

Ambient occlusion causing ghosting for animations when viewport is resized on DX11

UE - Graphics Features - Feb 10, 2025

Tested regression against //UE5/Release-5.4 @ CL35576357 and the issue did not occur. This is a confirmed regression.[Image Removed] Jira Bot attaches conversation thread from Slack [Image Removed]D ...

[Interchange][FBX] Import model with custom collision prevents socket to be imported

UE - Editor - Content Pipeline - Import and Export - Feb 5, 2025

I would like parity with legacy: 1) only one material 2) socket to be imported Box_Socket file imports same in legacy and interchange: it is just box and socket without collision. ...

COND_InitialOnly property not written to first replay checkpoint after being changed

UE - Networking - Feb 5, 2025

When recording a checkpoint, it is treated as an initial replication, as all the changed properties since the channel was opened need to be recorded. This normally results in any initial only proper ...

Check hit when setting push-model array from a different actor's blueprint

UE - Networking - Jan 31, 2025

This is due to the same reason behind [Link Removed], as the stack object is passed to MARK_PROPERTY_DIRTY rather than the array property's owner.  ...

Capsule component renders incorrectly with non-uniform scale

UE - Simulation - Physics - Jan 30, 2025

Capsule component renders incorrectly with non-uniform scale because the render uses the minimum between the X and Y values and the collision code uses the maximum between the two. This issue is men ...

SkinnedMeshComponent::BoneTransformUpdateMethodQueue is never reset in server builds

UE - Rendering Architecture - Jan 27, 2025

We reset BoneTransformUpdateMethodQueue in USkinnedMeshComponent::CreateRenderState_Concurrent and USkinnedMeshComponent::SendRenderDynamicData_Concurrent but these code paths are never called in se ...