StateTree : Crash when executing GetPropertyRef in SubTree linked via Linked Asset

UE - AI - StateTree - Aug 26, 2025

A crash occurs when GetPropertyRef node is executed from a SubTree that is linked within a StateTree, which itself has been linked from a parent StateTree via a Linked Asset ** . The processing con ...

Geometry Collection cluster handles leaking and causing ensures with field systems

UE - Runtime - Deformable - Aug 26, 2025

Geometry Collection cluster handles leaking and causing ensures with field systems. The licensee has shared their analysis: We have been tracking down an assert that seems to happen occasionally wh ...

AreaNavModifiers generated by SplineNavModifierComponent have the component-to-world transform incorrectly applied twice

UE - Runtime - Character - Aug 15, 2025

USplineNavModifierComponent was made available in UE 5.4. It generates several FAreaNavModifier instances covering a region with a certain thickness around a USplineComponent, and worked correctly u ...

FNiagaraStackGraphUtilities::FindScriptModulesInStack() parameter "OutFunctionCalls" should be a reference

UE - Rendering - Architecture - Niagara - Aug 11, 2025

On file [Engine\Plugins\FX\Niagara\Source\NiagaraEditor\Public\ViewModels\Stack\NiagaraStackGraphUtilities.h], function FNiagaraStackGraphUtilities::FindScriptModulesInStack() receives a parameter " ...

Incorrect resolution used because SetProcessDpiAware() is not called when bAllowHighDPIInGameMode=False

UE - Rendering - Architecture - Aug 8, 2025

The incorrect resolution is used on computers with 4k monitors that use DPI scaling (default 150%) because the default for UE projects is bAllowHighDPIInGameMode=False which results in SetProcessDp ...

[AI] Changing NavMesh Resolution in config file does not update the quantFactor of existing navmesh

UE - Runtime - Character - Aug 6, 2025

When we changed the resolution in the config, if you open a map and then look at the navmesh, the resolution it shows is the updated one from the config (assuming you haven't overridden anything) ...

EncompassesPoint always returns false on ANavMeshBoundsVolume due to missing BodyInstance

UE - AI - Aug 3, 2025

When calling EncompassesPoint on an ANavMeshBoundsVolume, the method always returns false even if the target point is clearly within the visible volume bounds. This occurs because AVolume::Encompas ...

start/end state notify events can be sent every frame on dedicated server builds

UE - MVF Character - Animation - Aug 1, 2025

The problem is that UCharacterMovementComponent::MoveAutonomous can tick the anim instance and dispatch notifies outside of the regular skeletal mesh component tick. But when MoveAutonomous calls T ...

Anamorphic Squeeze Factor causes a blocky Depth of Field issue on AMD Hardware

UE - Rendering - Features - Jul 30, 2025

When using the Anamorphic Squeeze Factor on a camera on AMD RDNA3 and RDNA4 hardware, blocking artefacts may be seen depending on the extent of the blur. The peripheries of the viewport appear to be ...