Can't update position with SetPositionInViewport when enable global invalidation

UE - Editor - UI Systems - Jul 22, 2020

When GlobalInvalidation is enabled, do not update to the position set by SetPositionInViewport. It works fine when GlobalInvalidation is disabled. ...

Compile errors in GPU scripts aren't always reported to the Niagara Log

UE - Niagara - Mar 15, 2022

The Niagara log will not always show compilation errors for GPU particles. The errors are visible in the output log. ...

[MetaSounds][Wave Player] - 5.1 Wave Player channel output maps differently for Vorbis than other codecs

UE - Audio - MetaSounds - Aug 16, 2023

The channel output for 5.1 Waveplayer on MetaSounds is different when Platform Default (Vorbis) codec is chosen on Windows Platform Default - L, C, R, LS, RS, LFEBink, PCM, ADPCM - L, R, C, LFE, LS ...

[MetaSounds][Builder API] - Editor crashes when setting node position to a large value

UE - Audio - MetaSounds - Aug 9, 2023

Setting the location of a node a the MetaSound Editor Subsystem to a very large value crashes the editor.Unhandled Exception: EXCEPTION_STACK_OVERFLOW Crash reporter link: [Link Removed] ...

Renderdoc failing to capture

UE - Rendering Architecture - Nov 13, 2023

This is not an issue in Release-5.2. ...

'Platform Stats' incorrectly display the number of Texture Calls for a material

UE - Rendering Architecture - Materials - Jul 29, 2024

When the DBuffer is disabled in the project settings, the Material Editor Stat page will still display the estimated texture lookups for the DBuffer. It appears that the code that adds these estimat ...

Material overrides not respected when generating HLODs.

UE - World Creation - Worldbuilding Tools - HLOD - Oct 1, 2024

When generating HLODs, it is possible for the generator to ignore material override settings. The generator will not respect the constants, and does not change them in the Material with a default se ...

First Person Primitive

UE - Graphics Features - Feb 20, 2025

First Person Scale and First Person Field of View on camera components do not apply to the depth prepass when rendering First Person View meshes, leading to a mismatch between the depth pre-pass and ...

Nanite TwoSidedSign is backwards

UE - Graphics Features - Nanite - Apr 10, 2025

The value of MaterialExpressionTwoSidedSign is flipped when calculating the Opacity Mask for Nanite meshes. This seems to be a regression in 5.5. ...