When very far out from the map origin, large static mesh is not streaming in until player is close in world partition even though it's within loading range.

UE - World Creation - Worldbuilding Tools - World Partition - May 7, 2025

Context World Partition has a distance-based level streaming system that provides a complete solution for large world management. Problem The problem is that when the player and large static mesh a ...

FX.TestGPUSort fails on Vulkan

UE - Niagara - May 5, 2025

“FX.TestGPUSort” fails on both PC Editor and Android with Vulkan RHI. ...

GeometryScript: BlueprintCallable GetMaxMaterialID return pin is incorrectly named "Enabled" instead of "MaxID"

UE - Graphics Tools - Modeling Tools - GeometryScripting - May 2, 2025

The return pin for the "Get Max Material ID" function is incorrectly named "Enabled" when the function returns the MaxID. See \Engine\Plugins\Runtime\GeometryScripting\Source\GeometryScriptingCore\ ...

Ensure triggered when creating Scene Proxy for GroomComponent

UE - Rendering Architecture - RHI - Apr 30, 2025

When a room component is added in C++ via the actor constructor, an ensure is triggered from precaching and the groom component. Behavior also observed on UE5/Release-5.5, CL: 40988944 ...

Switching project monitor with shift+win+arrow keys

UE - Rendering Architecture - RHI - Apr 24, 2025

Using Windows+Shift+Arrow keys to move the application window in Windowed Fullscreen from a low resolution monitor to a high resolution monitor does not resize the application window on a Windows 10 ...

Missing info in GPU breadcrumbs and DRED logs

UE - Graphics Features - Apr 21, 2025

Some breadcrumbs and D3D12 logs are missing data which should normally be filled in e.g. Breadcrumbs: > PostProcessMaterial %dx%d Material=%s [Active]. After investigating this, there seems to be a ...

FSubobjectData::SetupAttachment() receives SocketName as a parameter but ignores it.

UE - Framework - Components - Apr 17, 2025

When using the Subobject Data Subsystem in C++, method FSubobjectData::SetupAttachment() can be used to help attaching a component to a parent at a given socket. This function receives SocketName as ...

FStateTreeExecutionContext::GetDebugInfoString() outputs wrong info and crashes when using linked state trees

UE - AI - Debugging - Apr 17, 2025

When using State Trees, the AI Debugger can be accessed during play to show information about their current execution state. If a behavior tree is currently in a state that references a linked tree, ...

Editor crash when building lighting and world partition minimap

UE - World Creation - Worldbuilding Tools - World Partition - Apr 17, 2025

It is possible for an editor crash to occur if a build is running (Lightmass in this case) and another is launched such as Build World Partition Minimap (as well as HLOD and Spline builders). This i ...