Crashes occur when creating a static texture from a non-HDR Cube Render Target in DirectX12

UE - Rendering Architecture - RHI - Sep 11, 2023

While working with DirectX 12 in the project settings, the editor crashes by check() code when attempting to create a static texture from a non-HDR Cube Render Target asset. This crash doesn't occur ...

FNotifyNodeInterface crashes when referenced Notify is invalid

UE - Anim - Runtime - Mar 1, 2024

Currently FNotifyNodeInterface directly references notifies that live within the related anim sequence.  This can cause intermittent crashes when notifies are removed as the UI can still reference t ...

Nanite Landscape in World Partition level has inconsistent Painted Layers

UE - LD & Modeling - Terrain - Landscape - May 21, 2024

It appears that painted Weightmaps have inconsistent mappings between Nanite and regular landscape, BUT only if those landscapes are created in a World Partition level, landscape in regular levels d ...

Blend Space Graph node doesn't display fast path icon

UE - Anim - Runtime - Anim Blueprints - Sep 22, 2022

Because SGraphNodeBlendSpaceGraph inherits from SGraphNodeK2Composite rather than UAnimGraphNode_Base as with most anim nodes, we aren't able to make the check as to whether the node is fast-path co ...

Unreal Editor 5.4.4 crash when reproducing a LevelSequence in loop while PIE.

UE - Anim - Sequencer - Sep 9, 2024

A crash inside Unreal Engine Editor version 5.4.4 occurs when reproducing a Level Sequence while in PIE. This issue is a regression. It only crashes in version 5.4.4. It was working correctly in ver ...

Crash when enabling dynamic branch on static switches in Post Process Materials

UE - Rendering Architecture - Materials - Jun 28, 2023

[Link Removed] Some functions to access parameters don't take into account the newly added runtime static switch parameters. It should be straightforward to fix these up: void UMaterialInstance:: ...

Regression - Inherited component properties on actor instances of derived blueprints are silently reset to defaults when the blueprint is compiled, causing data loss

UE - Gameplay - Jul 19, 2024

In certain circumstances, when a derived blueprint is compiled, all properties from its inherited components can be silently reset to defaults on instances placed on the current level. This results ...

FDeferredDecalProxy cannot be initialized to not fade even if FadeDuration is set to 0

UE - Rendering Architecture - May 16, 2024

FDeferredDecalProxy always fade because InitializeFadingParameters is always called and leaves InvFadeDuration at 1.0 and the LifetimeAlpha calculation in FDeferredDecalPS::SetParameters gets a very ...

Nanite mesh polygons disappearing when using masked opacity with vertex color in 5.4

UE - Graphics Features - Nanite - Jul 24, 2024

In 5.4.3, a nanite enabled mesh with a material that takes its vertex color (R) and uses it as the opacity mask output in a masked blend mode material, causes the mesh to have disappearing polygons ...

Nanite meshes are lit differently in Actor Colorization view modes than non-Nanite meshes

UE - Graphics Features - Nanite - Aug 28, 2024

When the Lit > Actor Coloration > Affects Navmesh or other Actor Coloration mode is used, Nanite meshes apply lighting differently than non-Nanite meshes which can make it difficult to use the Actor ...