Thin Translucent materials opaque with FS lighting mode and Output velocities active

UE - Rendering Architecture - Materials - Nov 15, 2021

Im not 100% sure this is a combination of settings that "should" work anyway, but need someone to have a look.Thin TranslucencyOutput velocities during base passForward Shading lighting modeProject ...

Saving Widget Blueprints directly can put them in a bad state.

UE - Gameplay - Blueprint - May 26, 2022

The fixup code for repairing Widget bindings in UE5 assumes that a compile occurs first. However, saving the asset does not cause a compilation to occur. When we reload the asset and open it in the ...

When StaticMeshComponent is added to an empty Actor, no HLOD is generated.

UE - World Creation - Worldbuilding Tools - HLOD - Jul 1, 2022

When a Cube of StaticMeshActor is placed, it is generated without any problem. ...

SceneRender Memory leak on MacOS

UE - Platform - Apple - Aug 12, 2022

SceneRender seems to be constantly leaking memory. It only reproduces on MacOS and doesn't seem to happen when I turn off the RHI thread. [Image Removed][Image Removed] ...

Media Plate Actor becomes blacked out when set to Spawnable in a Level Sequencer

UE - Virtual Production - Rendering - Jun 7, 2023

saving a media plate actor set to spawnable in a level sequence causes the media plate actor to become black. there are two known workarounds 1. toggling the Media plate to Possessable, and Spawnabl ...

[Quartz] - Playing a Force Inline SoundWave asset with PlayQuantized crashes editor

UE - Audio - Quartz - Aug 17, 2023

Calling PlayQuantized on an asset set to Force Inline crashes editor:Assertion failed: SoundWaveDataPtr->GetLoadingBehavior() != ESoundWaveLoadingBehavior::ForceInline [File:D:\SMoyls_UE5_Release-5. ...

FStaticMeshCompiler::FinishCompilation stalls when compiling multiple meshes.

UE - CoreTech - Oct 7, 2024

Calling "FStaticMeshCompiler::FinishCompilation" on multiple assets simultaneously can cause a hang. Also tested on //UE5/Release-5.5, CL: 36784631 ...

Metdata 'ForceAsFunction' does not prevent conversion to event

UE - Framework - Blueprint Editor - Mar 6, 2025

Quote from the UDN: This is easily fixed with a conditional in bool FBlueprintEditor::ConvertFunctionIfValid(UK2Node_FunctionEntry* FuncEntryNode) which we've done locally, but should probably be ...

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 ...