Output velocity on translucent objects does not work properly

UE - Rendering Architecture - Materials - Jun 12, 2024

From UDN: [Link Removed] There is a bug in the output velocity for translucent objects in Unreal Engine 5. Specifically, when a material instance has the "output velocity" override flag enabled, bu ...

Static lighting crash on 5.4 when using landscape with WPO

UE - LD & Modeling - Terrain - Landscape - May 22, 2024

When static lighting is built for a landscape with "Use Material Position Offset in Static Lighting" enabled it causes an editor crash. Licensee mentioned it was likely caused by a commit for 5.4, C ...

RuleProcessor is not listed in the Window menu in 5.4

UE - Editor - Workflow Systems - Jun 11, 2024

Since CL-28416011, Sections in Window menu are broken and the RuleProcessor can not be registered in the menu. (See attached imanges) Following workaround restores the sections and fixes the issue. ...

UEnhancedInputUserSettings::LoadOrCreateSettings does not handle the changing of a settings class in the editor

UE - Gameplay - Input - Jun 3, 2024

proposed fix seems ok to me:  UEnhancedInputUserSettings* UEnhancedInputUserSettings::LoadOrCreateSettings(ULocalPlayer* LocalPlayer) { UEnhancedInputUserSettings* Settings = nullptr; ...

[PCG] Delayed PCG Component Unregister causing stale pointer crash

UE - World Creation - Procedural Tools - PCG Component - Jun 11, 2024

Race condition between D3D12 Buffer Defrag and View creation

UE - Rendering Architecture - RHI - Jun 11, 2024

A UDN user reported that the D3D12 resource allocator defragmentation operation races with view creation. View creation needs to be always deferred to the RHI thread. ...

LoadingScreen by MoviePlayer doesn't support Material in UE5.4

UE - Editor - UI Systems - Jun 6, 2024

An assert crash is now triggered when set a widget using material to WidgetLoadingScreen of FLoadingScreenAttributes then call FDefaultGameMoviePlayer::SetupLoadingScreen(). The ensureMsgf in quest ...

Expanding pins and moving nodes in graph marks Compile as dirty

UE - Anim - Rigging - Control Rig - May 8, 2024

Expanding pins and moving nodes in the graph marks the Control Rig blueprint as dirty, requiring a recompile of the entire blueprint.  Blueprints do not do this.  ...

Editor crash when the renderdoc.captureframecount is set more than 1

UE - Rendering Architecture - RHI - Jun 27, 2023

Option "Update Animation in Editor" is reset for child skeletal meshes

UE - Anim - Runtime - May 24, 2024

When the boolean is set on a child skeletal mesh, looks like it gets reset   Specifically , at UActorComponent::ConsolidatedPostEditChange forces a reconstruction of the Blueprint, making the trans ...