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:: ...

InstancedStruct Local Variables do not work

UE - Foundation - May 7, 2025

The licensee has noticed that local variables of type InstancedStruct return nullptr. The setup is a verification of the behavior. Class variables work normally. I've tested this behavior on every v ...

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 ...

WidgetComponent is not updated with occlusion culling disabled

UE - Platform - XR - May 7, 2025

LastRenderTime is never updated with occlusion culling disabled, so the widget component will always stop updating.  (see UWidgetComponent::ShouldDrawWidget) Developers can force updates by TickWhen ...

ConditionalBeginDestroy on ActorComponent does not unregister the component with the world nor cause a warning

UE - Framework - Components - May 6, 2025

Calling ConditionalBeginDestroy on an ActorComponent (instead of DestroyComponent) can lead to a crash due to the object not being correctly unregistered. BeginDestroy doesn't unregister tick funct ...

Animating a bone in Persona when additive curves are present, causes exponential translation

UE - Anim - Runtime - May 5, 2025

If there is an additive curve present with scalar data, and that scalar data is something like 10,10,10. When you attempt to animate the bone again the translation of the widget with translate expon ...

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 ...

Blueprint compiler doesn't always initialize struct consts correctly

UE - Framework - Blueprint Compiler - May 1, 2025

Blueprints currently don't support unsigned 64 bit ints, but they do support signed 64 bits. If a Blueprint uses a native struct variable that contains a uint64 property, it incorrectly assigns that ...