Crash when toggling the SmartLinkEnabled state of a NavLinkProxy specifically in a packaged game targeting Debug/Development

UE - AI - Navigation - Jan 24, 2025

The licensee has reported, and I was able to reproduce, that specifically in package builds targeting Development configuration, trying to toggle the SmartLinkEnabled state of a NavLinkProxy will cr ...

Temporal Super Sampling flickering temporal analysis visualisation mode indicates temporal analysis disabled for all objects on screen

UE - Graphics Features - Jan 24, 2025

This can also be observed while running in PIE mode using the console command "r.TSR.Visualize -2". It is not clear whether it is only the TSR flickering temporal analysis visualization that is exh ...

Blueprint function-local variable properties don't copy metadata from the source FBPVariableDescription

UE - Framework - Blueprint Compiler - Jan 23, 2025

FKismetCompilerContext::CreateUserDefinedLocalVariableForFunction() does not copy the metadata from the source FBPVariableDescription entry. Class variables work because there is code for that in FK ...

Bitfield enums don't cast correctly in Blueprints

UE - Gameplay - Blueprint Compiler - Jan 22, 2025

The licensee already investigated this a little. The problem appears to be that UKismetNodeHelperLibrary::GetValidValue should be calling IsValidEnumValueOrBitfield as opposed to IsValidEnumValue. ...

[Interchange][FBX] Issue with asset name clashes after auto import

UE - Editor - Content Pipeline - Import and Export - Jan 22, 2025

The mesh changes and the asset name stays the same while the two FBX are completly different: different filename, different mesh names in the FBX CF video for repro steps. https://forums.unreale ...

Improper clipping in children of a retainer widget

UE - Editor - UI Systems - Slate - Jan 21, 2025

Children of retainer widgets have improper clipping, causing any widgets set to "Clip to Bounds" to clip incorrectly. This may also affect hit testing in cases where multiple retainer widgets are ne ...

Level viewport toolbar buttons on the right side are collapsed even if the viewport has enough width

UE - Editor - Applied Usability - Jan 21, 2025

The following worka round works :float SLevelViewportToolBar::GetTransformToolbarWidth() const { ... #if 0 // float ViewportToolBarWidth = static_cast<float>(GetCachedGeometry().GetLocalSize(). ...

Replicating a non-root component with simulate physics enabled causes the component to be in the wrong place on spawn, on clients.

UE - Simulation - Gameplay - Jan 20, 2025

When a BP spawns another, if the spawned Actor has a non-root child component that is simulating physics, on clients, immediately after spawn, the child component will have the world position double ...

Fix a crash in Callback_ResolveMarker when handing a GPU crash

UE - Rendering Architecture - RHI - Jan 20, 2025

Licensees have reported crashes being triggered while the engine is resolving debug markers for an Nvidia Aftermath dump. This makes it difficult to properly investigate crashes ...