WidgetComponent is not updated with occlusion culling disabled

UE - Platform - XR - May 7, 2025

LastRenderTime is never updated with occlusion culling disabled, so the widget component will always stop updating.  (see UWidgetComponent::ShouldDrawWidget) Developers can force updates by TickWhen ...

ConditionalBeginDestroy on ActorComponent does not unregister the component with the world nor cause a warning

UE - CoreTech - May 6, 2025

Calling ConditionalBeginDestroy on an ActorComponent (instead of DestroyComponent) can lead to a crash due to the object not being correctly unregistered. BeginDestroy doesn't unregister tick funct ...

GPU Crash may occur when using Nanite Tesselation on landscape with several shadow casting local lights

UE - Graphics Features - Nanite - May 5, 2025

The GPU may time out in NaniteSplit when drawing VSM shadows for Nanite Tessellated landscape with in a scene with several local shadowed point lights. The issue doesn't reproduce in 5.6, likely to ...

Animating a bone in Persona when additive curves are present, causes exponential translation

UE - Anim - Gameplay - May 5, 2025

If there is an additive curve present with scalar data, and that scalar data is something like 10,10,10. When you attempt to animate the bone again the translation of the widget with translate expon ...

DiffuseIndirect_Lumen_3 parameter missing and causing crash with Screen Space reflections and Lumen Async Compute

UE - Graphics Features - Lumen - May 3, 2025

When the Reflection Method is set to Screen Space and Lumen reflections async compute is enabled Unreal will crash because DiffuseIndirect_Lumen_3 parameter missing, due to how DenoiserOutputs are o ...

Fade local light shadow with r.Shadow.DoesFadeUseResolutionScale doesn't work with VSM

UE - Graphics Features - Shadows - May 2, 2025

When VSM is enabled, local light shadows don't fade even if r.Shadow.DoesFadeUseResolutionScale is true. Local shadows do fade based on resolution when using regular shadow maps (CSM). ...

UEditorValidatorBase::ValidateLoadedAsset() is not using the K2_ValidateLoadedAsset() output, effectively ignoring the Blueprint validation

UE - Framework - May 1, 2025

UEditorValidatorBase::ValidateLoadedAsset() is not using the K2_ValidateLoadedAsset() output, effectively ignoring the Blueprint validation. The K2Result is not used later in the function, and this ...

FBX Camera Import into Sequencer - Scale Does Not Apply to Scene-Dependent Attributes (e.g., Focus Distance)

UE - Anim - Sequencer - May 1, 2025

When importing an FBX camera into a Level Sequence via the FBX Import dialog, we rely heavily on the Import Uniform Scale and Convert Scene Unit options for DCC interoperability. These settings ...

FHLSLMaterialTranslator::GetMaterialEnvironment can crash or not load UMaterialParameterCollections

UE - Rendering Architecture - Materials - Apr 30, 2025

In UE 5.5, the Editor may crash in FHLSLMaterialTranslator::GetMaterialEnvironment when loading materials with Material Parameter Collections, likely due to async loading. Calling ParameterCollectio ...

Find in Blueprints: Default values in struct members are not returned

UE - Framework - Blueprint Editor - Apr 30, 2025

Context Find-in-Blueprints can be used to search the current, or all, blueprints. If you enter a simple string, it would return nodes, pins, pin default values and default values for BP Variables ( ...