Divergent group barriers in Lumen

UE - Graphics Features - Lumen - Apr 23, 2025

Intel reported GPU crashes on their hardware caused by divergent group barriers in ScreenProbeConvertToIrradianceCS:[numthreads(THREADGROUP_SIZE, THREADGROUP_SIZE, 1)] void ScreenProbeConvertToIrra ...

Chaos Trailing Events not exposed to Blueprints and only accessible via Niagara Chaos DI

UE - Runtime - Deformable - Apr 22, 2025

Chaos Trailing Events not exposed to Blueprints and only accessible via Niagara Chaos DI. The licensee noticed that the Trailing event is not available to BPs. It's expected that the same data avail ...

GAS: DefaultSubobject AttributeSet becomes invalid on duplicated blueprint

UE - Gameplay - Gameplay Ability System - Apr 22, 2025

When a native actor 'AMyActorClass' creates AttributeSets as a default subobject via CreateDefaultSubobject, duplicating an actor blueprint based on AMyActorClass will result in a blueprint with an ...

BSOD when launching Twinmotion on NVIDIA 50-series GPUs with 576.02 Drivers

TM - Rendering - Apr 22, 2025

Reported from multiple users. NVIDIA RTX 50-series GPU users are reporting BSODs when attempting to launch Twinmotion with the latest drivers installed. The crashes occur on the 576.02 driver versi ...

[Interchange] Disabling Interchange 'Show Sections' in the Details Panel is not persisted

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

[UDN 18615482] SPropertyMenuComponentPicker crashes depending on clipboard contents

UE - Editor - Apr 17, 2025

[Link Removed] From UDN: "The component picker has a Paste option and when trying to decide if it should be enabled or not it attempts to load a class using the clipboard contents as a class name. ...

FStateTreeExecutionContext::GetDebugInfoString() outputs wrong info and crashes when using linked state trees

UE - AI - Debugging - Apr 17, 2025

When using State Trees, the AI Debugger can be accessed during play to show information about their current execution state. If a behavior tree is currently in a state that references a linked tree, ...

Map placed actor binding to another actor's Event Dispatcher (multicast delegate) results in duplicate bindings after blueprint recompile

UE - Framework - Blueprint - Apr 17, 2025

Context Blueprint actors placed on the map can bind to another actor's event. If an ActorB has a reference to ActorA, it can bind to an event dispatcher in A by creating an event node in ActorB's e ...