PlayerCameraManager->OnBlendComplete() delegate not getting called

UE - Gameplay - Gameplay Cameras - May 29, 2025

The PlayerCameraManager->OnBlendComplete() delegate is not getting called when running a game in a standalone network mode without any networking. ...

Enabling Wireframe Mode along with HDR (EyeAdaptation) Visualization crashes the Editor

UE - Graphics Features - May 29, 2025

In the Viewport, enabling Wireframe Mode (ALT+2) along with HDR (EyeAdaptation) Visualization crashes the Editor. I've tested different versions and this issue is not present on 5.0, but it reproduc ...

Runing PlayInEditor with NetMode PlayAsClient and a LevelSequence that AutoPlays in the level and is also opened in Sequencer leads to a Fatal world leak crash on 5.5 and up

UE - Anim - Sequencer - May 28, 2025

Runing PlayInEditor with NetMode PlayAsClient, a LevelSequence that AutoPlays in the level, contains a Spawnable BP_ThirdPersonCharacter with an animation, and is also opened in Sequencer, leads to ...

PlayMontages can break after binding an actor with an AnimInstance inside a LevelSeuqence.

UE - Anim - Sequencer - May 28, 2025

When an Animation Sequence is overridden by a LevelSequence, and later reverts to its original animation state, the AnimInstance fails to properly reinitialize. This prevents subsequent animation lo ...

Crash when two textures reference eachother as composite textures

UE - Texture - May 28, 2025

When (unintentionally) trying to set one texture as the composite texture of another, which itself is the composite texture of the first, a stack overflow occurs leading to a crash: in UTexture::Pos ...

Scene with texture collection crashes when dumping a full memreport

UE - Rendering Architecture - RHI - May 28, 2025

A licensee has reported that generating a full memreport of a packaged project which uses a texture collection leads to a crash. ...

Unexpected Collision Response When Nesting Primitive Components with auto-weld enabled and physics disabled on children. The root primitive falls through floor even though it is set to block all.

UE - Simulation - Physics - May 27, 2025

Context Auto-weld makes it so if a child is attached to a parent, the two bodies will be joined into a single rigid body. Physic settings like collision profile and body settings are determined by t ...

DynamicEntryBox with EntryBoxType Radial is stacking Entries if SectorCentralAngle is multiple of 360.0f and DistributeItemsEvenly is enabled

UE - Editor - UI Systems - May 27, 2025

DynamicEntryBox with EntryBoxType Radial is stacking Entries if SectorCentralAngle is multiple of 360.0f and DistributeItemsEvenly is enabled. The licensee has provided an analysis: On void SRadia ...

Camera View Transformations in Editor and Sequencer Cannot Be Undo (Ctrl+Z)

UE - Anim - Sequencer - May 26, 2025

Camera View Transformations in Editor and Sequencer Cannot Be Undo (Ctrl+Z) ​​Description​​: When switching the viewport to a specific camera actor, any manual movement/rotation of the camera (via ...

Virtual Shadow Maps on Spot Lights cause a blocky presentation similar to an incorrect mip level

UE - Graphics Features - Shadows - May 26, 2025

Spot Lights may present with very blocky shadow artefacts when a long attentuation radius is provided with a small cone angle. In extreme cases, this causes the VSMs to invalidate every frame. Notab ...