Pressed event triggered after calling FlushPressedKeys while holding the button

UE - Gameplay - Input - Oct 2, 2024

This is an issue related to the behavior of the FlushPressedKeys function when called manually while a button is held. Once the function is called in C++, a Pressed event gets triggered even though ...

Decals are corrupted when VRS is enabled on some console platforms, and possibly PC

UE - Platform - Console - Oct 1, 2024

Blocky artifacts and flickering are sometimes visible when using VRS and decals. Setting r.VRS.Decals=0 removes the flickering. See Additional Info URL for details. ...

Sequencer: Skeletal Animation with montages can cause blending issues when re-playing the same sequence on the same character

UE - Anim - Sequencer - Oct 1, 2024

The code in MovieSceneSkeletalAnimationSystem.cpp storages montage data on a per skeletal mesh component, per section basis. This (and a few other bits of logic) cause issues for external UDN user w ...

Subsurface Scattering Checkerboard with SceneColourFormat 3 (High Scalability) leads to a visual artefact when temporal upscaling is in use

UE - Graphics Features - Sep 30, 2024

Primarily visible at very low internal resolutions (25-33%), the SSS checkerboard with an RGB scene colour format (r.SceneColorFormat 3) causes a double-image artefact both internally and on the sil ...

Issues with global invalidation (MoviePlayer)

UE - Editor - UI Systems - Sep 27, 2024

It was mentioned that the global invalidation should be toggled off during loading screen and subsequently restore the state after. A request was made for this dynamic behavior be part of the engin ...

Problems with shadows on transluscent materials

UE - Rendering Architecture - Sep 24, 2024

Shadows on the surface of SingleLayerWater are heavily pixelated, and don't appear to use bilinear filtering at all. Also tested on //UE5/Release-5.5, CL: 36481335 ...

Geometry collection components report incorrect mass for character movement components

UE - Simulation - Physics - Sep 24, 2024

A player cannot move heavier GC objects even if we have a valid setup due to the GC not reporting the correct mass.  ...

Strip out disabled Pose Search Database animations during cook

UE - Anim - Gameplay - Sep 23, 2024

Animations that are disabled in the Pose Search database still get loaded in a cooked build ...

Blueprint improperly marked dirty when it contains a latent node with a byte enum

UE - Gameplay - Blueprint Editor - Sep 23, 2024

In UE 5.4, when deleting actors in our levels, some blueprints will be mark dirty despite not having changed. We traced that down to FAssetRenameManager::CheckPackageForSoftObjectReferences. The af ...