Iris - incorrect initial state in pawn's BeginPlay if replicated via huge object path

UE - Networking - Iris - Feb 11, 2025

This occurs when the pawn is initially replicated using the huge object path when first connecting to a server. Destroying and restarting the client's pawn works as expected. After connecting, the c ...

World Partition grid priority setting taken into account last

UE - World Creation - Worldbuilding Tools - World Partition - Feb 11, 2025

From licensee:Editor Grid priorities setting will get overruled in code giving the user false feeling of control – smaller grid cells can load before larger grid cells on the same layer even if the ...

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 ...

DMX component in world partitioned level fails cook

UE - Virtual Production - IO - DMX - Feb 10, 2025

Since UE5.5, RegisterComponent has been called during cook process, So unnecessarily references from DMXLibrary to DMXComponent has been added.  There is a workaround to avoid adding references : ...

Mirror operation on Physics Asset produces wrong results for constraints, including flipped axes

UE - Simulation - Physics - Feb 7, 2025

The Physics Asset Editor has a "mirror" feature that allows physics bodies and constraints to be mirrored from one side of a skeleton to the other. If this operation worked correctly, it could save ...

CreateDynamicMaterialInstance will pull from the base rather than overridden mesh on SkinnedMeshComponent when run from construction script

UE - Framework - Blueprint - Feb 6, 2025

When UPrimitiveComponent::CreateDynamicMaterialInstance is called on a skinned mesh, and the input material is invalid, we call USkinnedMeshComponent::GetMaterial to get the base material on the exi ...

Deleting transient actor marks level dirty

UE - World Creation - Worldbuilding Tools - Feb 6, 2025

The licensee has noticed that the deletion of a transient actor still marks the scene as dirty and asks it to be saved. Checking the source it was noted that the transient flag is not verified on de ...

[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 ...