Cinematic Prestreaming does not work in Shipping Builds

UE - Graphics Features - Jan 9, 2025

When the Cinematic Prestreaming plugin is used to generate and cache Virtual Texture Feedback requests, they work when played back in Unreal Editor. A Licensee has reported that they do not improve ...

CableComponent particles spawn at origin when gameplay starts depending on component registration order

UE - Gameplay - Components - Jan 9, 2025

A workaround was provided for the user, to use 'Set Attach End to Component' nodes during BeginPlay. While this fixes the issue in gameplay, the editor preview no longer syncs with gameplay. ...

Browsing to a "Packaged Level Actor" does not take to the PackagedLevelActor inside the Content Browser.

UE - Editor - Content Pipeline - Jan 8, 2025

There is a bug inside Unreal Editor when selecting "Browse to Asset" for a Packed Level Actor. Right clicking the Packed Level Actor, all the asset options appear. If you click the "Browse to Asse ...

Missing texture assets cause warnings on editor start: LogStreaming: Warning: Failed to read file '../../../Engine/Plugins/Developer/PlasticSourceControl/Resources/Icon128.png' error.

UE - Editor - UI Systems - Jan 7, 2025

There are a number of missing texture assets which are failing to be read when the editor opens. This is causing a warning to be thrown each time the editor opens, potentially causing CI/CD tests (i ...

Frame snapping does not work in AnimNotifyPanel

UE - Anim - Runtime - Dec 20, 2024

When snapping for frames is turned on, dragging an anim notify state does not result to being snapped on a frame. ...

MakeEditWidget doesn't work with the blueprint editor viewport

UE - Gameplay - Blueprint Editor - Dec 19, 2024

Using the MakeEditWidget specifier inside a UPROPERTY macro and creating a blueprint based on the class will show the translation gizmo inside the main editor viewport but the gizmo will not show up ...

Input event bound to a widget are not triggered after the widget is recreated

UE - Gameplay - Input - Dec 19, 2024

The enhanced input events defined on the widget will no longer be triggered after the widget is recreated. Until the widget is added with AddToViewport, input events will be triggered correctly. If ...

ExposeOnSpawn pins no longer read default values from the linked class

UE - Gameplay - Blueprint - Dec 18, 2024

This is technically a regression that was introduced in 5.5. This was intentionally changed in order to address a separate issue [Link Removed]. Additionally, this makes it explicit that the exposed ...

VisualizeTexture with the BMP flag causes a crash when any mip over mip0 is requested

UE - Rendering Architecture - Dec 18, 2024

When a mip level higher than 0 is requested in VisualizeTexture, the engine will crash. The root cause appears to be VisualizeTexture.cpp:924, on which an incorrect mip level is used to read a non-m ...

Dragging and dropping multiple notifies does not place all notifies in intended areas.

UE - Anim - Runtime - Dec 17, 2024

When dragging multiple (tested with 4) notifie states there are a few issues. On Drop: Some notify states do not land on the correct track. On Drag: The notify states do not line up with their cor ...