Iris - replication errors for actors in runtime data layer when reconnecting

UE - Networking - Iris - Mar 28, 2025

It seems like upon reconnecting to the server, the client receives a bunch containing the actor before it has loaded the data layer. See attached log snippet for errors. ...

Input Actions bound to Any Key become unresponsive after mouse scroll until scrolled again

UE - Gameplay - Input - Mar 28, 2025

In UE latest release (5.5 launcher version), Enhanced Input Actions mapped to "Any Key" stop responding after scrolling the mouse wheel. Specifically, scrolling either up or down disables the Any Ke ...

FFastArraySerializer::DeltaFlags may be saved to blueprint CDO, causing delta struct serialization to be skipped

UE - Networking - Mar 28, 2025

When an actor's replicator is first created and initialized, FObjectReplicator::InitWithObject will use the archetype as the source object for copying the properties. From there, the custom delta pr ...

Branching Points in a Montage Affect the Rotation Outcome of Root Motion

UE - Anim - Runtime - Mar 28, 2025

When playing Montages with Root Motion, the sub stepper extracts root motion transform in small increments. If a Branching Point exists within the interval being extracted, the extraction range is s ...

Culling Distances Not Working For Static Mesh in Procedural Content Generation Tool and Foliage Tool

UE - World Creation - Procedural Tools - Mar 28, 2025

When creating Foliage or Procedurally Generated Content the culling settings of the Static Meshes do not apply correctly. As soon as either a minimum or maximum cull distance is set the Static Meshe ...

Material Layers Relink Button Missing

UE - Rendering Architecture - Materials - Mar 26, 2025

The Relink button is missing (as are the Save Sibling and Save Child buttons) on Material Instances that use Material Attributes Layers in 5.5. ...

Distance Field AO from Moveable Skylight (non-Lumen) invalidates AO incorrectly with a screenspace offset to the right of moving objects

UE - Graphics Features - Mar 25, 2025

When Global Illumination is set to “None” in the project settings the ambient occlusion does not correctly render shadows for moving objects. This has been observed in versions 5.4 and above. ...

Follower mesh components don't inherit the lead component's recently rendered flag

UE - Anim - Runtime - Mar 25, 2025

Follower mesh components have their recently rendered flag set in their TickComponent method. This means that if a user turns tick off on a follower component, the recently rendered flag isn't upda ...

UDataLayerManager::Initialize perf issue in Editor build

In editor, WorldDataLayers acceleration table used to map DL Names to DL instances is not created. The main reason was to avoid to handle all the case where it would need to be updated. When UDataL ...

In Vehicle sims, CenterOfMass override isn't factored into UpdateMassProperties

UE - Simulation - Gameplay - Mar 24, 2025

Origin from this UDN ticket, https://udn.unrealengine.com/s/question/0D5QP00000sGtbO0AS/chaosvehiclemovementcomponent-intertia-tensor-isnt-adjusted-for-center-of-mass-override?fromCase=1 TLDR is th ...