Landscape has a seam when scale is set to a decimal

UE - Graphics Tools - Terrain - Landscape - Jan 13, 2023

Regression: Tested in UE5/Release-5.0 at CL 20979098, this issue does occur so it is not a regression. This issue occurs if the scale set for the landscape has a decimal value that is not 0.5. Sett ...

LiDAR not importing colors correctly for .E57 Point Clouds

UE - Editor - Content Pipeline - Jan 6, 2023

Reproduced 3/3 times, issue does not occur in //UE5/Release-5.0 - CL 20979098 Binary. Confirmed Regression. LiDAR plugin is version .08 in UE5.0.3, and version 1.0 in UE5.1.0 ...

Reimporting an asset during PIE overwrites the bAllowCPUAccess value to true

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

When reimporting a static mesh asset before PIE execution, the value of bAllowCPUAccess is false.  If reimporting a static mesh asset while PIE is running, the value of bAllowCPUAccess is true. In a ...

Missing UV Clamping or Clear in SunAlphaPS_Mobile

UE - Platform - Mobile - Nov 13, 2025

In: void SunAlphaPS_Mobile( float2 InUVs[8] : TEXCOORD0, in FStereoPSInput StereoInput, out HALF_TYPE OutColor : SV_Target0 ) { OutColor =  SunUnBias(SunShaftAndDofTexture.Sample(SunShaftAndDo ...

Incorrect config property serialization for UStructs used as TMap keys or contained in a TSet with a single value. Diffs taken from default-value of each member type, instead of from default-value of the struct

UE - CoreTech - Nov 18, 2024

Consider a UStruct with some basic type members, each one with a default value specified in the struct. Also consider a TSet or TMap with that struct as keys, used inside a UObject as a UProperty an ...

WorldPartitionConvertCommandlet hits an assert when converting a persistent level that contains a sub-level with a landscape

UE - World Creation - Worldbuilding Tools - Nov 7, 2025

Context: The Window tab allows a user to open the Levels window in order to add a sub-level to a persistent level. For Unreal Engine 5.0 and beyond, World Partition has made the Levels window obsole ...

Sphere Mask ArgInvHardness missing multiplication

UE - Rendering Architecture - Materials - Jun 27, 2025

Hi Epic, In MaterialExpressions.cpp UMaterialExpressionSphereMask::Compile(), hardness is not calculated the same way in both <if> conditions. One is missing a multiplication by 0.01f. Specificall ...

Legacy HLOD Nanite Meshes Always Rendering in 5.5

UE - World Creation - Worldbuilding Tools - HLOD - Mar 17, 2025

From licensee: We are using the legacy HLOD system in our game. With 5.5 there was a change to FSceneProxyBase::DrawStaticElementsInternal() where the implementation was removed (https://github.com ...

[CrashReport][GPU Crash] NodeAndClusterCull

UE - Graphics Features - Nanite - Nov 19, 2024

Users affected: 51 Total occurrences: 90 Last occurrence: November 19th 2024, 3:25:41 am First occurrence: August 7th 2024, 8:10:10 pm Latest version: ++UE5+Release-5.5-CL-37670630 Platform: Win64 [ ...

GAS: Duration GameplayEffects applying same GameplayCue tag will on authority end all on-going GameplayCueNotifies when first cue expires

UE - Gameplay - Gameplay Ability System - Aug 16, 2024

When multiple duration GameplayEffects apply a GameplayCue with the same tag, the network authority game instance (standalone & servers) will remove all GameplayCues with that tag from the AbilitySy ...