Iris - replication errors for actors in runtime data layer when reconnecting

UE - Networking - Iris - Mar 28, 2025

It seems like upon reconnecting to the server, the client receives a bunch containing the actor before it has loaded the data layer. See attached log snippet for errors. ...

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 - Rendering - 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 - Runtime - Animation - 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 ...

UDataLayerManager::Initialize perf issue in Editor build

UE - World Creation - Worldbuilding Tools - Data Layers - Mar 24, 2025

In editor, WorldDataLayers acceleration table used to map DL Names to DL instances is not created. The main reason was to avoid to handle all the case where it would need to be updated. When UDataL ...

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

UE - Runtime - Character - 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 ...

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 - Rendering - 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? ...

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 ...