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 - Engine Scaling - Streaming - 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 ...

InstancedStruct Local Variables do not work

UE - Core - Systems - May 7, 2025

The licensee has noticed that local variables of type InstancedStruct return nullptr. The setup is a verification of the behavior. Class variables work normally. I've tested this behavior on every v ...

AssetRegistry: In a packaged game ScanPathsSynchronous with bForceRescan=true will permanently forget about assets inside IOStore containers

UE - Core - Data Pipeline - May 7, 2025

This came up from several discussions on UDN and internal discussion. The root cause is that the AssetRegistry currently cannot discover packages inside IOStore containers, it relies on the seriali ...

WorldPartition Actors have invalid reference to level BP and fail changelist validation

UE - Engine Scaling - Streaming - World Partition - Apr 22, 2025

Editor crash when building lighting and world partition minimap

UE - Engine Scaling - Streaming - 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 ...

World Partition - Deleted actors can become unloaded prior to saving

UE - Engine Scaling - Streaming - World Partition - Apr 11, 2025

In world partition levels, deleted actors can become unexpectedly unloaded prior to saving, causing loss of work. Specifically, this issue occurs after the undo history has been cleared (either manu ...

WPO bug with Material Layers

UE - Rendering - Architecture - Materials - Apr 7, 2025

I find that there are a couple of things that influence the artefact If WPO in M_BlendingBug is connected I get an issue with the blending. Removing the opacity input that's passed through the ma ...

External Data Layers content not there when activating game features during runtime

UE - Engine Scaling - Streaming - Data Layers - Apr 7, 2025

Crash in GPUMessage.cpp when resetting FSocket when RHI is NullRHI.

UE - Rendering - RHI - Apr 5, 2025

When tearing down a nanite project with the nullrhi active, there is a crash in the FeedbackManager destructor that causes any exit to be unclean. The teardown process causes a crash as the destruc ...