InlineEditConditionToggle Prevents Config Bools from Being Written to Settings .ini File

UE - Editor - Verse Class Editor - Apr 1, 2025

In a Developer Settings Class, Boolean properties marked with InlineEditConditionToggle do not get written to the associated settings .ini file, preventing configuration settings from being saved pr ...

Skylighting on distant objects causes severe flickering with Lumen

UE - Rendering - Features - Lumen - Mar 31, 2025

Lighting on distant meshes flickers when using Lumen and Skylights. Turning Lumen off and lighting from the skylight is stable. Turning off Lumen screen traces also lowers the amount of flickering ...

Culling Distances Not Working For Static Mesh in Procedural Content Generation Tool and Foliage Tool

UE - Graphics Tools - PCG - Procedural Tools - Mar 28, 2025

When creating Foliage or Procedurally Generated Content the culling settings of the Static Meshes do not apply correctly. As soon as either a minimum or maximum cull distance is set the Static Meshe ...

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

UE - Rendering - 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. ...

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

UE - Runtime - Character - 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 ...

HDR (eye adaptation) visualization has incorrect output when Allow static lighting is disabled

UE - Rendering - Features - Mar 19, 2025

Licensees have reported that this issue occurs in UE 5.5 and does not appear to occur in UE 5.4 or with Substrate enabled. ...

MRQ - Black output layers in multichannel exr with a multi-camera cuts track

UE - CAPT - Color Pipeline and Rendering - MRQ - Mar 14, 2025

If you have Render All Cameras enabled in MRQ and are rendering a multilayer exr from a sequence that has multiple cameras edited in the camera cuts track the frames where a camera is not active in ...

Packed level actors and Level instances are sometimes not included in HLOD build on a World Partition Level

UE - Engine Scaling - Streaming - HLOD - Mar 14, 2025

Context World Partition - Hierarchical Level of Detail (HLOD) system uses custom HLOD Layers to organize large amounts of Static Mesh Actors and generate a single proxy mesh and Material. Problem T ...

Open Formats: Interchange Import PIE - Importing static mesh while a PIE session is running permanently breaks nanite on the asset

UE - Editor - Open File Formats - Mar 12, 2025

Importing a Static Mesh during PIE can cause it to never enable Nanite, even if it reports that Nanite is enabled. To re-enable Nanite on the mesh, the asset needs to be deleted and imported again ...