Regression: Several project settings, especially from built-in Plugins, are being silently erased when previously they were not, which is perceived as a bug

UE - Foundation - Feb 28, 2025

In UE's Project Settings, some pages are saved automatically to the project's "Config/Default<CATEGORY>.ini" file (meant to be version-controlled) on every change. Other pages have buttons "Set as D ...

Linear interpolation occurs on constant tangent curve partially

UE - Anim - Runtime - Feb 17, 2025

When using UV scrolling for a flipbook-like animation in Animation Sequence, creating keys with "Constant Tangent" settings on Curve Editor does not result in an instantaneous change to the specifie ...

Duplicating many Actors at once in a Level Instance while in Level Instance Edit will result in a jumbled mess of Actors on the Persistent Level

UE - World Creation - Worldbuilding Tools - Level Instances - Feb 12, 2025

Duplicating many Actors at once in a Level Instance while in Level Instance Edit will result in a jumbled mess of Actors on the Persistent Level. The licensee has encountered this in Unreal 5.4 and ...

Incorrect mesh deformation when Max World Position Offset Displacement used

UE - Graphics Features - Nanite - Feb 12, 2025

When Vertex Animated Texture is used to animate a mesh with World Position Offset, often the Max World Position Offset Displacement Material setting must be increased or the Bounds Scale increased, ...

Mirror operation on Physics Asset produces wrong results for constraints, including flipped axes

UE - Simulation - Physics - Feb 7, 2025

The Physics Asset Editor has a "mirror" feature that allows physics bodies and constraints to be mirrored from one side of a skeleton to the other. If this operation worked correctly, it could save ...

An ensure is triggered when a StaticMesh is set inside a StaticMeshComponent on an actor, and another actor references the static mesh actor from two child actor components.

UE - Content - Engine - Feb 5, 2025

There is an issue when setting a Static Mesh inside a blueprint that it is referenced by another blueprint with more than one child actor. An ensure is triggered inside the engine, and there is a ...

Translucent materials in the PostMotionBlur pass can cause a flickering viewport artefact when using TAA

UE - Graphics Features - Feb 5, 2025

There appears to be a bug relating to rendering multiple windows that can trigger under unknown circumstances. It has been reported on rectangle lights in the forums and on PostMotionBlur materials ...

Foot Placement: Up vector is not configurable

UE - Anim - Gameplay - Jan 31, 2025

Up vector is not configurable so Foot Placement does support variable gravity cases. ...

HLODs appear dark/near black when built for very large geometry with Virtual Textures enabled

UE - World Creation - Worldbuilding Tools - HLOD - Jan 27, 2025

Building HLODs for a very large landscape with Virtual Textures enabled results in the built HLODs being very dark for the most part. Building the same large landscape's HLODs with Virtual Textures ...

PropertySet : changes in instancedstruct are not detected by the watch

UE - Graphics Tools - Modeling Tools - GeometryScripting - Jan 24, 2025

Hi, I tried to use for a scriptable tool the watch property node for a struct. The objective for me was to offer to my user a view of a struct in the scriptable tool and have these modifications b ...