Interchange static mesh import convert to reimport and fail to assign material changes.

UE - Editor - Content Pipeline - Import and Export - Mar 4, 2025

Hello, When reimporting an FBX using interchange, the material are reapplied and we are stuck with the old properties. We are calling interchange by code, but we were able to repro by doing a reimp ...

UGameUserSettings::ValidateSettings fails to wipe GameUserSettings.ini

UE - Framework - Mar 4, 2025

When changing the version in UGameUserSettings, the expected behaviour is that GameUserSettings.ini will be wiped/delete and then regenerated. The actual behaviour is that within the ValidateSetting ...

New Docker image for latest horde has no bundled installers

UE - Foundation - Horde - Mar 4, 2025

Source UDN [Link Removed] & [Link Removed] & [Link Removed] We need to produce a docker image that contains latest bundled installers for 5.5.2 (or 5.5.3?). ...

UGS scheduled sync doesn't account for sleeping machine

UE - Foundation - UGS - Mar 4, 2025

Source [Link Removed] As a developer, I would like to have my scheduled syncs in UGS be honoured during computer sleep so that I can have my computer in sleep for the most part, and have it wake wh ...

FBX import freezes in DataPrep

UE - Editor - Content Pipeline - Visual Dataprep - Mar 3, 2025

FBX file import freezes UE while trying to import into DataPrep by the Interchange importer. The import will start, but then a message will pop up stating "Creating snapshot of world content ... " ...

When using 'r.VT.SplitPhysicalPoolSize 64' with nanite meshes, mesh painting does not update in real time (only updates after stroke finished), duplicates mesh painting across separate instances of a mesh, and sometimes doesn't show up in PIE.

UE - Rendering Architecture - Mar 3, 2025

When using Mesh Painting on nanite meshes in 5.5 with 'r.VT.SplitPhysicalPoolSize' set to non-zero values (e.g. 16, 64), several issues occur, such as: 1. Painting doesn't update in real time (only ...

NiagaraSystem with EniagaraGpuComputeTickStage::PostInitViews rarely crashes due to multi-thread race conflicts

UE - Niagara - Mar 1, 2025

NiagaraSystem with EEiagaraGpuComputeTickStage::PostInitViews should not have bSupportsParallelGDME because of possible multi-threaded contention, but FNiagaraSystemInstanceController::GetGpuCompute ...

Camera Animation imported through Sequencer with FBX sometimes loses rotation fidelity

UE - Anim - Sequencer - Feb 28, 2025

FBX attached[Link Removed] ...

Regression: Several project settings, especially from built-in Plugins, are being silently erased when previously they were not, which is perceived as a bug

UE - Foundation - Feb 28, 2025

In UE's Project Settings, some pages are saved automatically to the project's "Config/Default<CATEGORY>.ini" file (meant to be version-controlled) on every change. Other pages have buttons "Set as D ...