Digital buttons for gamepad thumbsticks and triggers can fire multiple times per-frame in Game Input

UE - Gameplay - Input - Dec 4, 2024

In Game Input, the buttons for different thumbstick and trigger digital events (i.e. RightStickUp, LeftStickUp, LeftStickRight, etc) can actually fire multiple times in a single frame, even though w ...

Iris - always relevant actors placed in the map do not appear in the debug list

UE - Networking - Iris - Dec 4, 2024

This seems to occur regardless of which filter is used and whether bNetLoadOnClient is true or not. ...

Distributed HLOD builds always fail for projects not under the Engine Root

UE - World Creation - Worldbuilding Tools - HLOD - Dec 4, 2024

In BuildProject.txt, to make relative path to the project outside the engine root, all paths contains “..” after action command directory. D:/dev/UnrealEngine-5.5.0//HLODTemp/f09bf0f5/HLODBuilder0 ...

Crash when committing level instances containing invalid child actor components

UE - World Creation - Worldbuilding Tools - Level Instances - Dec 4, 2024

Nanite Tessellation Artifacts With Landscapes

UE - Graphics Features - Nanite - Dec 4, 2024

There seems to be an issue with how Nanite tessellation and Landscape interact with two sided landscapes. When the camera's near clipping plane is past the landscape's surface the displacement of th ...

WasRecentlyRendered() and GetLastRenderTimeOnScreen() still triggers when a skeletal mesh re-enters the view frustum despite being occluded.

UE - Rendering Architecture - Dec 4, 2024

AActor::WasRecentlyRendered() and UPrimitiveComponent::GetLastRenderTimeOnScreen() both still trigger when a skeletal mesh (occluded behind a wall) re-enters the player's view frustum after being ou ...

Duplicated TextureLoadVirtualPageTable in GetCustomData functions in generated HLSL add to the total instruction count due to TextureLoad having side effects

UE - Rendering Architecture - Materials - Dec 4, 2024

When using materials with CustomData inputs, such as the Eye material with Iris Distance and Mask, Virtual Texture samples will increase the instruction count for each unique VTPageResult. Each cus ...

Enabling "ShowFlag.PhysicalMaterialMasks" causes editor crash when physical material masks aren't yet imported.

UE - Simulation - Physics - Dec 3, 2024

When there is a physical material mask asset that has been created and applied to a mesh in the level without having a texture source imported yet, and then "ShowFlag.PhysicalMaterialMasks" is enabl ...

FRenderThreadCommandPipe::EnqueueAndLaunch does not properly capture/reapply LLM Context in all situations

UE - Rendering Architecture - RHI - Dec 3, 2024

When multiple render commands are enqueued before the graph task runs for a prior enqueued command, the new commands will be put into the Queue for the task to run and no context is captured. When t ...