PropertySet : changes in instancedstruct are not detected by the watch

UE - Content Tools - Modeling Tools - GeometryScripting - Jan 24, 2025

Hi, I tried to use for a scriptable tool the watch property node for a struct. The objective for me was to offer to my user a view of a struct in the scriptable tool and have these modifications b ...

Material Parameter in Static Switch Branch of True Controlled by Quality Switch Not Showing Up in Material Instance Panel

UE - Rendering Architecture - Materials - Jan 23, 2025

In material editor, if a quality switch node is used together with a static switch to control branch, material parameters in the 'true' branch will never show up in the Detail panel of material inst ...

Disabling bLerpUVs in Nanite Settings of Static Mesh causes texture warping in clusters

UE - Graphics Features - Nanite - Jan 21, 2025

The licensee has identified a potential fix by changing if( Settings.bLerpUVs ) to if( Settings.bLerpUVs || UVIndex == 0 ) On line 389 of NaniteBuilder\Private\Cluster.cpp in UE 5.5 ...

Foliage HLODs don't respect "Disallow Nanite"

UE - World Creation - Worldbuilding Tools - HLOD - Jan 15, 2025

We have a level with foliage meshes that has been placed via the foliage system. We want to place these into HLOD Layers so that we can disable nanite, and thus enabling the imposter LODs at a dista ...

Visual Logger Timeline is not updated when Viewport is in fullscreen

UE - AI - Debugging - Jan 14, 2025

Context The Visual Logger is a powerful debugging tool to create and record visual representations, and allows people to review the data. Problem The problem is that it does not record things don ...

Params in material instance disappear when grouping is changed in material with a material layer

UE - Rendering Architecture - Materials - Jan 11, 2025

If there is a texture parameter within a specific material attribute stream in the base material and also within the base material layer, they must have the same parameter group otherwise the parame ...

CableComponent particles spawn at origin when gameplay starts depending on component registration order

UE - Gameplay - Components - Jan 9, 2025

A workaround was provided for the user, to use 'Set Attach End to Component' nodes during BeginPlay. While this fixes the issue in gameplay, the editor preview no longer syncs with gameplay. ...

It is possible for PreLoadScreen to leak memory when an EngineLoadingScreen returns IsDone while still loading

UE - Graphics Features - Jan 9, 2025

It is possible for a class that implements IPreLoadScreen to leak memory if GetPreLoadScreenType returns EngineLoadingScreen and IsDone returns true before the engine signals loading is completed vi ...

Unnatural de-overlap occurs when moving inside a mesh-type collision located far from the origin

UE - Simulation - Physics - Jan 8, 2025

The problem appears to occur when the distance from an edge is mixed with positive and negative values in VectorEPA function. The following workaround is suggested that uses absolute values of dista ...

Missing texture assets cause warnings on editor start: LogStreaming: Warning: Failed to read file '../../../Engine/Plugins/Developer/PlasticSourceControl/Resources/Icon128.png' error.

UE - Editor - UI Systems - Jan 7, 2025

There are a number of missing texture assets which are failing to be read when the editor opens. This is causing a warning to be thrown each time the editor opens, potentially causing CI/CD tests (i ...