Niagara color picker user parameter preview no longer updates until confirmation

UE - Niagara - Apr 18, 2025

Starting with UE 5.4, the Color Picker Tool no longer updates preview values in real time for certain editor windows like Niagara when working with User Parameters. This behavior is a regression fr ...

Sampling regions don't get created when creating a mesh.

UE - Anim - Mutable - Apr 17, 2025

I'm trying to use VFX in specific regions on a character and would normally use sampling regions to do it easily, however the mutable mesh that is generated doesn't seem to be creating any of the on ...

Dataprep crash

UE - Editor - Content Pipeline - Visual Dataprep - Apr 16, 2025

This question was created in reference to: [Link Removed] Last post fixed the import crash, but it seems it added another. If we hit Execute button twice in a row by mistake we get a crash with th ...

WindDirectionalSourceComponent.h has a meta edit condition that, by referencing an undefined property (bSimulatePhysics), throws an error

UE - Framework - Apr 15, 2025

WindDirectionalSourceComponent.h has a meta edit condition that, by referencing an undefined class property (bSimulatePhysics), throws an error in the logs: LogEditCondition: Error: EditCondition pa ...

FName no longer equals FName_None when constructed with a trailing underscore and digits in range of 1-9

UE - CoreTech - Apr 15, 2025

When an FName is created with a trailing underscore and any number of digits in the range of 1-9 the trailing digits are used as the internal number value for the FName lookup. This results in the F ...

Investigate PythonScriptPlugin module load order for preload module

UE - Editor - Workflow Systems - Apr 10, 2025

Child widgets do not maintain the Enhanced Input bindings from their parents

UE - Gameplay - Input - Apr 9, 2025

When a widget blueprint is created with Enhanced Input bindings in the event graph, when it is subclassed those bindings will not work in the child. This is inconsistent with how Actors function, an ...

Bug when loading an external project that also exists in the uprojectdirs

UE - Foundation - Cpp Tools - Apr 8, 2025

When launching the editor for the "external\foreign" project, the code in GetEngineAndProjectAbsoluteDirsFromExecutable ends up superseding the path returned from {{FPlatformMisc::ProjectDir() }} wi ...

Crash in GPUMessage.cpp when resetting FSocket when RHI is NullRHI.

UE - Rendering Architecture - RHI - Apr 5, 2025

When tearing down a nanite project with the nullrhi active, there is a crash in the FeedbackManager destructor that causes any exit to be unclean. The teardown process causes a crash as the destruc ...