Skeletal Mesh gets stuck in T-Pose when using sequencer animation track with animation blueprint

UE - Anim - Sequencer - Dec 11, 2024

If an actor that is set up to use an anim blueprint is used in the sequencer, then a property on the skeletal mesh is changed in the sequencer details panel. The actor will not evaluate any animatio ...

Mover flying mode rotation changes may be incorrect with roll involved

UE - Gameplay - Player Movement - Mover - Dec 11, 2024

A licensee has reported that Mover's method of adding rotators together may produce different results than quaternion multiplication - for example in Flying mode when roll is involved. We will inve ...

Contact shadows bug in splitscreen

UE - Graphics Features - Dec 11, 2024

Screen Space shadows do not check the view boundary. This can cause extra shadows in split screen, as one view can cast shadows in another view. ...

Poor Vulkan RHIThread performance in Development builds on some Android

UE - Platform - Mobile - Dec 10, 2024

Community-attempted workaround received in [Link Removed] Correct fix submitted to 5.6 FNMain in [Link Removed] which needs integrating into 5.5.3. ...

Geometry Collection (GC) fragments are affecting the Navmesh in wrong positions

UE - Simulation - Physics - Destruction - Dec 6, 2024

Geometry Collection (GC) fragments are affecting the Navmesh in wrong positions and the identified cause is wrong indexing. Once a GC breaks, it's fragments, when big enough, are creating islands in ...

r.Lumen.Reflections.DownsampleFactor split screen artifact

UE - Graphics Features - Lumen - Dec 6, 2024

In Split-Screen, with "r.Lumen.Reflections.DownsampleFactor" set to 2, it is possible to have vertical colored artifacts on View 1 (the second view). The Licensee reported the artifact occurred on ...

Digital buttons for gamepad thumbsticks and triggers can fire multiple times per-frame in Game Input

UE - Gameplay - Input - Dec 4, 2024

In Game Input, the buttons for different thumbstick and trigger digital events (i.e. RightStickUp, LeftStickUp, LeftStickRight, etc) can actually fire multiple times in a single frame, even though w ...

Iris - always relevant actors placed in the map do not appear in the debug list

UE - Networking - Iris - Dec 4, 2024

This seems to occur regardless of which filter is used and whether bNetLoadOnClient is true or not. ...