Skeleton mesh with hair strands material will lead to unnecessary draw call submissions

UE - Graphics Features - Mar 27, 2025

Materials with "Used With Hair Strands" enabled will cause Skeletal Meshes to draw twice in the Base Pass. ...

Raytraced lights with Source Length > 0 behave incorrectly with Megalights

UE - Graphics Features - Ray Tracing - Mar 26, 2025

When Megalights is enabled, light can leak into areas that should be occluded for lights with smallish (5.0) source length and source size. [Image Removed][Image Removed] This was taken with r.Ray ...

Material Layers Relink Button Missing

UE - Rendering Architecture - Materials - Mar 26, 2025

The Relink button is missing (as are the Save Sibling and Save Child buttons) on Material Instances that use Material Attributes Layers in 5.5. ...

Some features have not yet been supported when using AmbientCubemap as IBL

UE - Graphics Features - Mar 26, 2025

Translucent materials do not receive specular highlights and reflections from Ambient Cubemaps set in Post-Process settings. There is a pass"InjectTranslucencyLightingVolumeAmbientCubemap" that sho ...

Distance Field AO from Moveable Skylight (non-Lumen) invalidates AO incorrectly with a screenspace offset to the right of moving objects

UE - Graphics Features - Mar 25, 2025

When Global Illumination is set to “None” in the project settings the ambient occlusion does not correctly render shadows for moving objects. This has been observed in versions 5.4 and above. ...

Follower mesh components don't inherit the lead component's recently rendered flag

UE - Anim - Runtime - Mar 25, 2025

Follower mesh components have their recently rendered flag set in their TickComponent method. This means that if a user turns tick off on a follower component, the recently rendered flag isn't upda ...

Descriptions for vis log shapes in the Rewind Debugger are misaligned

UE - AI - Debugging - Mar 25, 2025

When recording shape information, descriptions are offset from the shape. Licensee Message - I noticed that the capsule vis log description labels were not lining up after replaying the recording ...

[Iris] DestroyObjectsPendingDestroy not called on server with no clients

UE - Networking - Iris - Mar 25, 2025

In UNetDriver::TickFlush, UReplicationSystem::PreSendUpdate is not called on the server when it does not have any client connections. PreSendUpdate is where DestroyObjectsPendingDestroy is called fr ...

Crash when exposing a TOptional<FName> or TOptional<FText> to the editor through a UProperty.

UE - Editor - Workflow Systems - Mar 25, 2025

Support for editor-exposed uproperties of type TOptional<T> has been added by CL 28199740 on september 2023. However, since then until today in UE 5.5, a crash can happen when exposing TOptional<FNa ...

In Vehicle sims, CenterOfMass override isn't factored into UpdateMassProperties

UE - Simulation - Physics - Mar 24, 2025

Origin from this UDN ticket, https://udn.unrealengine.com/s/question/0D5QP00000sGtbO0AS/chaosvehiclemovementcomponent-intertia-tensor-isnt-adjusted-for-center-of-mass-override?fromCase=1 TLDR is th ...