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 ...

Landscape component's LODBias settings is ineffective

UE - Content Tools - Terrain - Landscape - Jan 7, 2025

[Image Removed] Jira Bot attaches conversation thread from Slack [Image Removed]Ryan Bickell – 2025-01-07 10:54:10 UTC Hello and happy new year! I'm messing with the Landscape component LODBias sett ...

SetActorLabel() is slow on Landscapes

UE - Content Tools - Terrain - Landscape - Jan 7, 2025

I've noticed calling SetActorLabel() on a Landscape will call PostEditPropertyChanged() which causes the Landscape Components to regenerate all collisions. As per the repro, this can take a long tim ...

A non moving looping camera sequence flickers.

UE - Anim - Sequencer - Dec 20, 2024

There is a small flicker on a looping single camera sequence where the camera doesn't move. Because the camera is static, you would not expect to see a flicker in lighting conditions. ...

AssetLocalization does not work and the asset does not switch to localization asset even if culture is specified

UE - Editor - UI Systems - Localization - Dec 20, 2024

Asset localization does not work. When playing in standalone, it shows "jp" texture instead of "en" texture even if "-culture=en" is set. This is also the case in package builds, where the assets ar ...

Translucency Volume are not correctly shadowed in 5.5 without Virtual Shadow Maps and are not light correctly by some lights

UE - Graphics Features - Dec 20, 2024

TranslucencyVolume spheres are not correctly shadowed nor lit in Unreal 5.5 with VSMs disabled. Unreal 5.4 does correctly shade the sphere without VSMs. There appears to be differences in the outpu ...

World position offset (WPO) and nanite enabled causes shadow of complex static mesh actor to be deformed at a specific distance

UE - Graphics Features - Nanite - Dec 19, 2024

Context / Problem: Complex static mesh actors with nanite enabled and Evaluate World Position Offset (WPO) enabled works together except for a specific distance where the shadow is deformed and sort ...

Broken hair material with light function

UE - Graphics Features - Dec 19, 2024

Hair Materials do not react to Light Functions in the same way as other Materials. There is a visual difference between a Directional Light at 1 lux with no Light Function and a Directional Light at ...

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 ...

MakeArray wildcard node gives a compilation error when being used in a Blueprint Macro.

UE - Gameplay - Blueprint - Dec 19, 2024

There is an error with the SmartMacroInterface, where you can't use an empty wildcard "Make Array" node. This error makes the blueprint not compile and the macro unusable. Disabling the bUseSimpleWi ...