VisualizeTexture with the BMP flag causes a crash when any mip over mip0 is requested

UE - Rendering Architecture - Dec 18, 2024

When a mip level higher than 0 is requested in VisualizeTexture, the engine will crash. The root cause appears to be VisualizeTexture.cpp:924, on which an incorrect mip level is used to read a non-m ...

Dragging and dropping multiple notifies does not place all notifies in intended areas.

UE - Anim - Runtime - Dec 17, 2024

When dragging multiple (tested with 4) notifie states there are a few issues. On Drop: Some notify states do not land on the correct track. On Drag: The notify states do not line up with their cor ...

Misalignment between meshes used in landscape spline segments

UE - Graphics Tools - Terrain - Dec 17, 2024

When using a landscape spline with multiple segments, there can be misalignment between spline segments when the tangent length of segments are too short, causing visual seams between meshes that sh ...

Linked graphs that are linked via post process anim bp BeginPlay can be lost on reinitialization of anim instance

UE - Anim - Runtime - Anim Blueprints - Dec 16, 2024

Certain codepaths in USkeletalMeshComponent::InitializeAnimScriptInstance can cause linked anim graphs that are running in Post Process anim bps to be unlinked.  The problem only occurs when the lin ...

The CompileAllBlueprintsCommandlet does not list the BPs contained in UWorlds

UE - Framework - Blueprint - Dec 16, 2024

hThe use case of the licensee is that he used FindInBlueprints inside the Editor to find a particular text contained in BPs and later used that listing to recompile the BPs using the CompileAllBluep ...

iPadOS AR App Crashes when ARKit's "Use Scene Depth for Occlusion" is Enabled

UE - Platform - XR - Dec 13, 2024

Does not crash in 5.4 on same hardware so looks like a regression. Attached Unreal logs indicate source of critical error: 'FARKitCameraOverlayMobilePS' shader uniform expression set mismatched sh ...

Foliage unbuilt instances have incorrect LOD

UE - World Creation - Worldbuilding Tools - Foliage - Dec 13, 2024

From licensee: Foliage instances are not drawn correctly/the wrong LOD is selected while painting in FoliageMode. This is more apparent when setting InstanceSettings>CullDistance>Max to a value != ...

Can't get accurate Anim Notify State elapsed duration while in a montage.

UE - Anim - Gameplay - Dec 13, 2024

When GetCurrentAnimationNotifyStateTimeRatio is used inside of a montage it can return the wrong time ratio in certain cases. ...

UV issues using Procedural meshes

UE - Graphics Tools - Modeling Tools - Dec 11, 2024

From licensee: We build our procedural meshes using C++ and we checked our UVs used to fill the UV array before applying the CreateMeshSection method. The UVs seems to be correct however the result ...

The "Make Static Mesh" feature for skeletal meshes does not account for disabled mesh sections.

UE - Anim - Rigging - Skeletal Editor - Dec 11, 2024

The licensee was not able to make static meshes with the correctly disabled sections from a skeletal mesh in the current implementation of the "Make Static Mesh" button in the editor. They have prov ...