Material Layers Relink Button Missing

UE - Rendering Architecture - Materials - Mar 26, 2025

The Relink button is missing (as are the Save Sibling and Save Child buttons) on Material Instances that use Material Attributes Layers in 5.5. ...

Distance Field AO from Moveable Skylight (non-Lumen) invalidates AO incorrectly with a screenspace offset to the right of moving objects

UE - Graphics Features - Mar 25, 2025

When Global Illumination is set to “None” in the project settings the ambient occlusion does not correctly render shadows for moving objects. This has been observed in versions 5.4 and above. ...

Follower mesh components don't inherit the lead component's recently rendered flag

UE - Anim - Runtime - Mar 25, 2025

Follower mesh components have their recently rendered flag set in their TickComponent method. This means that if a user turns tick off on a follower component, the recently rendered flag isn't upda ...

In Vehicle sims, CenterOfMass override isn't factored into UpdateMassProperties

UE - Simulation - Gameplay - Mar 24, 2025

Origin from this UDN ticket, https://udn.unrealengine.com/s/question/0D5QP00000sGtbO0AS/chaosvehiclemovementcomponent-intertia-tensor-isnt-adjusted-for-center-of-mass-override?fromCase=1 TLDR is th ...

Reflection capture doesn't work when using Lumen GI and SSR

UE - Rendering Architecture - Mar 24, 2025

Reflection Capture does not appear to work with Lumen + SSR. Licensees have reported that there are cases where they want to combine Lumen GI, SSR and Reflection capture for quality and performance ...

World Partition IsStreamingCompleted returns true while standalone level instances are still fully loading

UE - World Creation - Worldbuilding Tools - World Partition - Mar 21, 2025

IsStreamingCompleted returns true while standalone level instances are still fully loading. ...

Scenecapturecomponent not including Niagara effect if custom renderpass is used

UE - Graphics Features - Mar 20, 2025

When using an "FSceneRenderer::CustomRenderPasses", the View never has Distance Field textures assigned. Can it instead reuse the Distance Field clipmap from the main view? ...

Shadow artifacts on translucent objects when using the setting Cast Dynamic Shadows As Masked

UE - Graphics Features - Mar 20, 2025

Flickering shadow artifacts can be seen with translucent mateirals with "Cast Dynamic Shadows As Masked" enabled. Please note that the artifacts disappear when switching from virtual shadow maps to ...

Moving a saved duplicate of an OpenWorld level crashes the Editor

UE - World Creation - Worldbuilding Tools - Mar 19, 2025

Moving a saved duplicate of an OpenWorld level crashes the Editor. The act of moving the duplicated OpenWorld level crashes the Editor the moment the engine tries to delete the original level, so it ...

FSkeletalMeshComponentInstanceData subclasses FSceneComponentInstanceData instead of FPrimitiveComponentInstanceData

UE - Anim - Rigging - Mar 19, 2025

FSkeletalMeshComponentInstanceData subclasses FSceneComponentInstanceData instead of FPrimitiveComponentInstanceData. When calling ApplyToComponent() the SceneComponentInstanceData version will be c ...