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 ...

Deleting transient actor marks level dirty

UE - World Creation - Worldbuilding Tools - Feb 6, 2025

The licensee has noticed that the deletion of a transient actor still marks the scene as dirty and asks it to be saved. Checking the source it was noted that the transient flag is not verified on de ...

[Interchange][FBX] Import model with custom collision prevents socket to be imported

UE - Editor - Content Pipeline - Import and Export - Feb 5, 2025

I would like parity with legacy: 1) only one material 2) socket to be imported Box_Socket file imports same in legacy and interchange: it is just box and socket without collision. ...

COND_InitialOnly property not written to first replay checkpoint after being changed

UE - Networking - Feb 5, 2025

When recording a checkpoint, it is treated as an initial replication, as all the changed properties since the channel was opened need to be recorded. This normally results in any initial only proper ...

Foot Placement: Checks should be ensures

UE - Anim - Gameplay - Feb 5, 2025

As per the title, a cosmetic anim node should not be crashing an entire game. At worst these should be ensures. Its experimental, but its important they're removed before the experimental flag is re ...

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 ...

Static Meshes that are reimported with less materials can lead to map check errors on instances that had overriden materials that require manual cleanup

UE - Rendering Architecture - Feb 5, 2025

StaticMeshActors placed in the world can override the default materials of a static mesh. If the static mesh is then reimported with less materials, the actors maintain references to unused material ...

SDF/Mesh Cards do not follow material settings applied on static meshes

TM - Core - Feb 4, 2025

Building SDF and Mesh Cards require material properties (2 sided and blend mode) applied on Static Mesh to be known at Static Mesh build time. If not, it may leads to rendering artifacts: Reflectio ...

FLevelInstanceActorGuid::GetGuid issue in Multiplayer

UE - World Creation - Worldbuilding Tools - Level Instances - Feb 3, 2025

I am doing some runtime manipulation of data layers and I am running into a check failure due to a zero guid in FLevelInstanceActorGuid::GetGuid during multiplayer testing. When I debug FLevelInsta ...

Spline mesh crashing in FRayTracingDynamicGeometryCollection::AddDynamicMeshBatchForGeometryUpdate

UE - Graphics Features - Ray Tracing - Jan 31, 2025

A crash occurs when using ray tracing with spline meshes preceded by the following ensure : Ensure condition failed: NumCPUVertices <= VertexBufferNumElements  File: Engine\Source\Runtime\Renderer\ ...