Niagara Regression - Looping particle with Spawn Burst Instantaneous on time 0.0 flickers for a frame between loops

UE - Rendering - Architecture - Niagara - Jul 16, 2025

Note: This worked correctly up to UE 5.4, but repros from UE 5.5 up to mainline latest. If a Niagara Emitter is set up with "Spawn Burst Instantaneous" on time 0.0, and the spawned particle(s) have ...

GPU event descriptions are not properly formatted in Insight

UE - Rendering - RHI - Jun 24, 2025

Context Unreal Insights displays Timing Insights that can include GPU timing information. Rendering code such as FDeferredShadingSceneRenderer::RenderPrePass() generate such events.Problem Certain f ...

Change uses of "OnlineSubsystemSteam" module name

UE - Online - Jun 19, 2025

The refactor at CL 39638561 moved some classes, such as SteamNetDriver and SteamNetConnection, from the "OnlineSubsystemSteam" module to the new "SocketSubsystemSteamIP" module. There are still a f ...

Significant hitch occurs when invoking ApplySettings on a UGameUserSettings object

UE - Rendering - Features - Jun 18, 2025

Calling the ApplySettings method on a UGameUserSettings object results in a noticeable hitch, with severity proportional to the number of primitive components present in the scene. This hitch stems ...

New material translator: Switch statement not derivative aware

UE - Rendering - Features - Jun 13, 2025

Analytical Derivatives are not calculated properly when using UMaterialExpressionSwitch. Disjoint UVs in screen space result in large jumps in the derivatives, which can cause artifacts as the wrong ...

In editor, sub level instance's streaming state persists incorrectly after toggling Level Behavior without saving

UE - Engine Scaling - Streaming - Level Instances - Jun 11, 2025

When adding a sub level with world partition streaming to a main level where the streaming is also enabled, setting* Level Behavior* of the sub level to Standalone, and saving the result, in the fir ...

Copying a Folder that contains the space character from the Outliner does not enclose the Folder name on Double Quotes. Because of that, later Pasting will only handle the first word of the Folder name.

UE - Engine Scaling - Streaming - Jun 10, 2025

Copying a Folder that contains the space character from the Outliner does not enclose the Folder name on Double Quotes. Because of that, later Pasting will only handle the first word of the Folder n ...

Dynamically Spawned Level Instance Actors do not have their sub actors world partition stream in PIE starting level

UE - Engine Scaling - Streaming - Level Instances - Jun 10, 2025

We are building levels where we spawn in Level Instance actors at runtime that have World Partition enabled into a Persistent level that also has World Partition enabled. What we have noticed though ...

Editor vs Runtime: Inconsistent data layer behavior when attaching actors

UE - Engine Scaling - Streaming - World Partition - Jun 5, 2025

In editor, data layer system respects the data layer settings for each actor, but at runtime, the condition check is made collectively for each actor cluster, resulting in differences in behavior. ...

Collision Drawing in Cooked Builds (Development) doesn't Show Geometry for Nanite Meshes

UE - Rendering - Features - Jun 2, 2025

Context The showFlag.CollisionVisibility 1 cvar is a viewport visualization mode that highlights which Actors will block visibility. The showFlag.CollisionPawn 1 cvar is a Player Collision viewmode ...