PIE Seamless Travel with a standalone level instance causes assert in UWorldPartition::BeginDestroy

UE - World Creation - Worldbuilding Tools - Level Instances - May 8, 2025

This check is hit on the server instance while it is performing garbage collection during the seamless travel. During this garbage collection, it will determine that the UWorldPartition object belon ...

Mover character flickers downward while crouched and moving every so often

UE - Gameplay - Player Movement - Mover - May 8, 2025

Repro Rate 5/5 Packaged onWindows - 10 - Enterprise - L3864 Processor: AMD Ryzen Threadripper PRO 3975WX 32-Cores 3.50 GHz RAM: 128 GB GPU: NVIDIA GeForce RTX 3080 GPU Driver Version: 572.83 ...

Actor Channel failure occurs when quickly unloading and loading a streaming level

UE - Networking - May 8, 2025

With high enough latency, quickly unloading an reloading a streaming level with a replicated actor on the server can cause the actor channel on the client to fail to find this actor: UActorChannel:: ...

Assertion failed in FNetGUIDCache::CleanReferences during seamless travel after reloading primary asset package

UE - Networking - May 7, 2025

Following this sequence of events, the ObjectLookup and NetGUIDLookup on the server's PackageMapClient will end up in a bad state. In the ObjectLookup Map, the primary asset's package will be mapped ...

AssetRegistry: In a packaged game ScanPathsSynchronous with bForceRescan=true will permanently forget about assets inside IOStore containers

UE - Foundation - Data Pipeline - May 7, 2025

This came up from several discussions on UDN and internal discussion. The root cause is that the AssetRegistry currently cannot discover packages inside IOStore containers, it relies on the seriali ...

DiffuseIndirect_Lumen_3 parameter missing and causing crash with Screen Space reflections and Lumen Async Compute

UE - Graphics Features - Lumen - May 3, 2025

When the Reflection Method is set to Screen Space and Lumen reflections async compute is enabled Unreal will crash because DiffuseIndirect_Lumen_3 parameter missing, due to how DenoiserOutputs are o ...

Fade local light shadow with r.Shadow.DoesFadeUseResolutionScale doesn't work with VSM

UE - Graphics Features - Shadows - May 2, 2025

When VSM is enabled, local light shadows don't fade even if r.Shadow.DoesFadeUseResolutionScale is true. Local shadows do fade based on resolution when using regular shadow maps (CSM). ...

UEditorValidatorBase::ValidateLoadedAsset() is not using the K2_ValidateLoadedAsset() output, effectively ignoring the Blueprint validation

UE - Editor - Content Pipeline - May 1, 2025

UEditorValidatorBase::ValidateLoadedAsset() is not using the K2_ValidateLoadedAsset() output, effectively ignoring the Blueprint validation. The K2Result is not used later in the function, and this ...

Transform Origin Scale on the Level Sequencce Actor's Instance Data can affect rotations

UE - Anim - Sequencer - Apr 30, 2025

Scale is used as part of the rotation calculation for transform multiplication, and it can have an effect in the sequence transform origins. It's expected that scale is completely ignored, and shou ...

FHLSLMaterialTranslator::GetMaterialEnvironment can crash or not load UMaterialParameterCollections

UE - Rendering Architecture - Materials - Apr 30, 2025

In UE 5.5, the Editor may crash in FHLSLMaterialTranslator::GetMaterialEnvironment when loading materials with Material Parameter Collections, likely due to async loading. Calling ParameterCollectio ...