Anisotropic reflections are not visible in all player views during local multiplayer split screen

UE - Graphics Features - Mar 7, 2025

When playing in a split screen local multiplayer game the anisotropic reflections differ between players when looking at the same object. It appears as the anisotropic light scatter is not applied ...

Inconsistent Behavior of TFieldPath and nullptr comparison

UE - CoreTech - UObject - Mar 7, 2025

Commit 6448c6f (https://github.com/EpicGames/UnrealEngine/commit/6448c6f6d1de1e9fac9614248e06ba06b837814d) introduced inconsistent behavior for TFieldPath and nullptr comparison, depending on constn ...

Data loss with subobjects in Blueprint arrays

UE - Framework - Blueprint - Mar 6, 2025

UDN : Mutable Trying to Access Invalid UEdGraph Pointer

UE - Anim - Mutable - Mar 6, 2025

Hello, We've started seeing a crash within Mutable when it tries to access the source graph in PIE. This only seems to be a problem when running a dedicated server as a separate process. We integra ...

RootMotionModifier_SkewWarp bug

UE - Anim - Gameplay - Mar 6, 2025

In /Game/ABPLinkingShowcase/Blueprints/Pawn_ABPLinkingCharacter: The character mesh’s root location is lower than the capsule’s lowest point. This is what causes the issue. Based on the event graph, ...

Metdata 'ForceAsFunction' does not prevent conversion to event

UE - Framework - Blueprint Editor - Mar 6, 2025

Quote from the UDN: This is easily fixed with a conditional in bool FBlueprintEditor::ConvertFunctionIfValid(UK2Node_FunctionEntry* FuncEntryNode) which we've done locally, but should probably be ...

Crash trying to convert skeletal mesh to Nanite

UE - Graphics Features - Nanite - Mar 6, 2025

In SkeletalRenderNanite.cpp / FDynamicSkelMeshObjectDataNanite::UpdateBonesRemovedByLOD, bone indices are of type FBoneIndexType (defined as uint16 from BoneIndices.h), instead of int32. On line 18 ...

UMG SetAnimationCurrentTime no longer works

UE - Anim - Sequencer - Mar 6, 2025

FRayTracingGeometryManager::Tick() called twice during a single frame

UE - Graphics Features - Ray Tracing - Mar 5, 2025

UDN licensee Prophecy Games has encountered an issue in which the RaytracingGeometry::Tick() function is called twice during a single frame. This causes an assert to trigger, which blocks them from ...

Autobrake feature in ChaosVehicleMovementComponent is stopping vehicle from sleeping

UE - Simulation - Physics - Mar 5, 2025

In ChaosVehicleMovementComponent::CalcThrottleBrakeInput, autobrake is set when a vehicle is stopped - this means that when the car is virtually stationary, the BrakeOut inout parameter is always 1. ...