When a TSoftObjectPtr pointing to a const type is used as a parameter for a Dyanmic delegate, unreal marks it as deprecaded.

UE - Foundation - Cpp Tools - UnrealHeaderTool - Jan 21, 2025

A change has been done to the TSoftObjectPtr class that warns when constructing a pointer-to non-const from a pointer-to-const. This change makes sense and is correct. Example: UTexture2D* Loade ...

Disabling bLerpUVs in Nanite Settings of Static Mesh causes texture warping in clusters

UE - Graphics Features - Nanite - Jan 21, 2025

The licensee has identified a potential fix by changing if( Settings.bLerpUVs ) to if( Settings.bLerpUVs || UVIndex == 0 ) On line 389 of NaniteBuilder\Private\Cluster.cpp in UE 5.5 ...

[Legacy][FBX] Animation curves are not added to the skeleton anymore

UE - Editor - Content Pipeline - Import and Export - Jan 17, 2025

[Interchange][FBX] Bone orientation is different between legacy and interchange import with the ForceFrontXAxis

UE - Editor - Content Pipeline - Import and Export - Jan 16, 2025

When importing FBX files using the Interchange and legacy import with Force Front X Axis enabled, the transforms of the bones in the imported FBX models will not match. ...

Nanite foliage missing outline when selected

UE - Graphics Features - Nanite - Jan 14, 2025

When a foliage actor contains instances of Nanite and Non-Nanite meshes, the Nanite meshes don't get a selection outline when the actor is selected.[Image Removed] ...

Normals and tangents do not get normalized when recompute is on during static mesh to skeletal mesh conversion.

UE - Anim - Rigging - Jan 14, 2025

When doing a static mesh to skeletal mesh conversion where the source object is an OBJ, if recompute normals or tangents is on, then the resulting normals and tangents will be broken. ...

Water body actor casts static shadow

UE - Graphics Tools - Terrain - Water - Jan 14, 2025

WaterBody Actors will cast static shadows in built lighting even if their Cast Shadow options are disabled. ...

Priority order of texture parameters on post process material instances is inverted

UE - Graphics Features - Jan 13, 2025

The texture parameters on material instances applied to post process volumes do not respect the priority order of the post process volume, and are in fact inverted relative to the priority of other ...

Params in material instance disappear when grouping is changed in material with a material layer

UE - Rendering Architecture - Materials - Jan 11, 2025

If there is a texture parameter within a specific material attribute stream in the base material and also within the base material layer, they must have the same parameter group otherwise the parame ...

Recast: FindDistanceToWall can return incorrect results on shared edges with Excluded Nav Area

UE - AI - Navigation - Jan 10, 2025

Context ARecastNavMesh::FindDistanceToWall can be used to find the closest 'wall' on a nav mesh, given a queried position. A wall can be:any boundary towards the end of the nav mesh (outer rectangl ...