BTDecorator_ForceSuccess does not work correctly on RunBehavior Node with Abort Decorators

UE - AI - BehaviorTree - Dec 20, 2024

When using the ForceSuccess decorator on a Run Behavior task which also has an abort decorator, the Force Success node cannot make the task return succeeded when the abort is triggered. This means t ...

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 ...

Input event bound to a widget are not triggered after the widget is recreated

UE - Gameplay - Input - Dec 19, 2024

The enhanced input events defined on the widget will no longer be triggered after the widget is recreated. Until the widget is added with AddToViewport, input events will be triggered correctly. If ...

ExposeOnSpawn pins no longer read default values from the linked class

UE - Gameplay - Blueprint - Dec 18, 2024

This is technically a regression that was introduced in 5.5. This was intentionally changed in order to address a separate issue [Link Removed]. Additionally, this makes it explicit that the exposed ...

SSourceControlChangelistsWidget : hitting the checkf for duplicate uncontrolled items in OnRefreshUncontrolledChangelistWidgets

UE - Editor - Workflow Systems - Dec 18, 2024

A checkf can fail in SSourceControlChangelists.cpp with the message: The same uncontrolled item was visited twice. It is likely present in more than one uncontrolled changelist This has been addre ...