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 ...

CableComponent particles spawn at origin when gameplay starts depending on component registration order

UE - Framework - Components - Jan 9, 2025

A workaround was provided for the user, to use 'Set Attach End to Component' nodes during BeginPlay. While this fixes the issue in gameplay, the editor preview no longer syncs with gameplay. ...

It is possible for PreLoadScreen to leak memory when an EngineLoadingScreen returns IsDone while still loading

UE - Rendering - Features - Jan 9, 2025

It is possible for a class that implements IPreLoadScreen to leak memory if GetPreLoadScreenType returns EngineLoadingScreen and IsDone returns true before the engine signals loading is completed vi ...

Browsing to a "Packaged Level Actor" does not take to the PackagedLevelActor inside the Content Browser.

UE - Editor - Open File Formats - Jan 8, 2025

There is a bug inside Unreal Editor when selecting "Browse to Asset" for a Packed Level Actor. Right clicking the Packed Level Actor, all the asset options appear. If you click the "Browse to Asse ...

Memory leak in global distance field when bDisableWorldRendering=true

UE - Rendering - 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 ...

Frame snapping does not work in AnimNotifyPanel

UE - Runtime - Animation - Dec 20, 2024

When snapping for frames is turned on, dragging an anim notify state does not result to being snapped on a frame. ...

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

UE - AI Workflows - 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 ...

World position offset (WPO) and nanite enabled causes shadow of complex static mesh actor to be deformed at a specific distance

UE - Rendering - Features - Nanite - Dec 19, 2024

Context / Problem: Complex static mesh actors with nanite enabled and Evaluate World Position Offset (WPO) enabled works together except for a specific distance where the shadow is deformed and sort ...

MakeEditWidget doesn't work with the blueprint editor viewport

UE - Framework - Blueprint Editor - Dec 19, 2024

Using the MakeEditWidget specifier inside a UPROPERTY macro and creating a blueprint based on the class will show the translation gizmo inside the main editor viewport but the gizmo will not show up ...

VisualizeTexture with the BMP flag causes a crash when any mip over mip0 is requested

UE - Rendering - Architecture - Dec 18, 2024

When a mip level higher than 0 is requested in VisualizeTexture, the engine will crash. The root cause appears to be VisualizeTexture.cpp:924, on which an incorrect mip level is used to read a non-m ...