(GAS) Block tags are ignored in version 5.5.2 if two abilities share the same parent tags structure.

UE - Gameplay - Gameplay Ability System - Feb 5, 2025

Block tags are not working correctly in version 5.5.2, it was working in 5.5.1. This is caused by a change done in version 5.5.2. The exact CL is: CL 35930696 ...

Foot Placement: Checks should be ensures

UE - Anim - Gameplay - Feb 5, 2025

As per the title, a cosmetic anim node should not be crashing an entire game. At worst these should be ensures. Its experimental, but its important they're removed before the experimental flag is re ...

Mesh particles are inadvertently culled when NiagaraActor scales large

UE - Niagara - Feb 5, 2025

When a large scale value (e.g. 500) is set on the NiagaraActor, the mesh particle is unexpectedly hidden. This may be a side effect of the following change ([Link Removed]). PrimitiveData.NonUnifo ...

Fixup of spawnables from 5.4 to 5.5 loses custom track names

UE - Anim - Sequencer - Feb 5, 2025

In the process of upgrading from 5.4 to 5.5. One of our systems relies on the internal track names in the sequence to dynamically find an actor to bind the track to. As I was testing the system in ...

Static Meshes that are reimported with less materials can lead to map check errors on instances that had overriden materials that require manual cleanup

UE - Rendering - Architecture - Feb 5, 2025

StaticMeshActors placed in the world can override the default materials of a static mesh. If the static mesh is then reimported with less materials, the actors maintain references to unused material ...

Spline mesh crashing in FRayTracingDynamicGeometryCollection::AddDynamicMeshBatchForGeometryUpdate

UE - Rendering - Graphics Features - Ray Tracing - Jan 31, 2025

A crash occurs when using ray tracing with spline meshes preceded by the following ensure : Ensure condition failed: NumCPUVertices <= VertexBufferNumElements  File: Engine\Source\Runtime\Renderer\ ...

Building Geometry Stops UTickableWorldSubsystem Ticking

UE - Gameplay - Jan 31, 2025

Can be mitigated by reopening the Level. There is a repro project provided by the licensee on the case ticket. ...

MRQ Graph - No Output Written to Disk with UNC Paths

UE - Anim - Sequencer - MRQ - Jan 30, 2025

When using a Movie Render Graph config, no output is written to disk if the Output Directory is set to a UNC path.  This does work with legacy presets. To fake a UNC path locally, use this conventi ...

Overridden mesh values are lost when upgrading from 5.5.0/5.5.1 to 5.5.2 on blueprint skeletal mesh components

UE - Anim - Runtime - Jan 30, 2025

This issue is caused by the backout in 38341618.  The original code that went into 5.0 affects serialization by changing the UCS modified properties.  When upgrading, the override is lost because th ...

Adding SmartObjectZoneAnnotationComponent to a blueprint actor causes a crash when building the package

UE - AI - SmartObject - Jan 30, 2025

If placing an actor with SmartObjectZoneAnnotationComponent added to blueprint actor in a level, it will crash when the level open. As a workaround, adding SmartObjectZoneAnnotationComponent to the ...