Mutable Trying to Access Invalid UEdGraph Pointer

UE - Anim - Mutable - Mar 6, 2025

Hello, We've started seeing a crash within Mutable when it tries to access the source graph in PIE. This only seems to be a problem when running a dedicated server as a separate process. We integra ...

RootMotionModifier_SkewWarp bug

UE - Anim - Gameplay - Mar 6, 2025

In /Game/ABPLinkingShowcase/Blueprints/Pawn_ABPLinkingCharacter: The character mesh’s root location is lower than the capsule’s lowest point. This is what causes the issue. Based on the event graph, ...

Metdata 'ForceAsFunction' does not prevent conversion to event

UE - Framework - Blueprint Editor - Mar 6, 2025

Quote from the UDN: This is easily fixed with a conditional in bool FBlueprintEditor::ConvertFunctionIfValid(UK2Node_FunctionEntry* FuncEntryNode) which we've done locally, but should probably be ...

Crash trying to convert skeletal mesh to Nanite

UE - Graphics Features - Nanite - Mar 6, 2025

In SkeletalRenderNanite.cpp / FDynamicSkelMeshObjectDataNanite::UpdateBonesRemovedByLOD, bone indices are of type FBoneIndexType (defined as uint16 from BoneIndices.h), instead of int32. On line 18 ...

UMG SetAnimationCurrentTime no longer works

UE - Anim - Sequencer - Mar 6, 2025

FRayTracingGeometryManager::Tick() called twice during a single frame

UE - Graphics Features - Ray Tracing - Mar 5, 2025

UDN licensee Prophecy Games has encountered an issue in which the RaytracingGeometry::Tick() function is called twice during a single frame. This causes an assert to trigger, which blocks them from ...

Autobrake feature in ChaosVehicleMovementComponent is stopping vehicle from sleeping

UE - Simulation - Physics - Mar 5, 2025

In ChaosVehicleMovementComponent::CalcThrottleBrakeInput, autobrake is set when a vehicle is stopped - this means that when the car is virtually stationary, the BrakeOut inout parameter is always 1. ...

[bug] OIT doesn't work correctly with alpha composite blend mode

UE - Graphics Features - Substrate - Mar 4, 2025

When using OIT, AlphaComposite Materials blend as if they are using the Translucent BlendMode. The order of macro #if … #elif cases cause AlphaComposite Materials to take the same route as Transluce ...

AllowAsyncRenderThreadUpdatesEditorGameWorld/AllowAsyncRenderThreadUpdatesEditor CVars are off by default and unsafe in Niagara

UE - Niagara - Mar 4, 2025

This user made a github pull request: [Link Removed] but it was auto rejected. I think that we can consider taking their fixes, but keeping it disabled by default. ...