Join in progress clients won't receive that a net startup actor is hidden

UE - Networking - Jun 21, 2024

This seems to be because IsNetRelevantFor checks if the actor is hidden, resulting in a hidden actor not being considered relevant to clients. However, if it is a net startup actor, this will result ...

Lightmap UV generated on Windows and Mac is not deterministic

UE - Graphics Tools - Modeling Tools - Aug 7, 2024

FDateRange cannot be declared as UPROPERTY

UE - CoreTech - UObject - Sep 4, 2024

Unlike other range wrapper structs, such as FFloatRange, marking a FDateRange as a UPROPERTY results in the following error: error : Unable to find 'class', 'delegate', 'enum', or 'struct' with nam ...

Reduce the overhead of World Partition cells UObjects on GC

UE - World Creation - Worldbuilding Tools - World Partition - Oct 30, 2024

Users with large numbers of UObjects (500k+) that are using World Partition want to enable GC actor clustering to handle streaming levels but no performance gains are realized when enabling GC clust ...

Distributed HLOD builds always fail for projects not under the Engine Root

UE - World Creation - Worldbuilding Tools - HLOD - Dec 4, 2024

In BuildProject.txt, to make relative path to the project outside the engine root, all paths contains “..” after action command directory. D:/dev/UnrealEngine-5.5.0//HLODTemp/f09bf0f5/HLODBuilder0 ...

Nanite foliage missing outline when selected

UE - Editor - Workflow Systems - Jan 14, 2025

When a foliage actor contains instances of Nanite and Non-Nanite meshes, the Nanite meshes don't get a selection outline when the actor is selected.[Image Removed] ...

[AI] Crash when gathering heightfield geometry on worker thread

UE - AI - Navigation - Jun 25, 2025

From the body of the ticket: We aim to do as much of the work off the game thread as possible to avoid impacting frame rate. We've recently found a crash during collection of the geometry slices fr ...

World Position Offset invalidates Point Lights Entire Virtual Shadow Map Cache when light frustrum is only overlapping a small portion of the mesh

UE - Graphics Features - Oct 22, 2025

When adding a spotlight to the scene it does not correctly use cached virtual shadow map pages when the spotlight overlaps a mesh using WPO. This can be most easily observed by entering 'Cached Pag ...

Reliable subobject creation bunch may overwrite previously received property on the actor

UE - Networking - Jun 21, 2024

This seems to occur because of how reliability and the retransmission of dropped data is handled in the engine. If a reliable bunch is dropped, the entire bunch will be resent, but any unreliable bu ...

Iris - Fast Array ItemMap is empty in PostReplicatedAdd

UE - Networking - Iris - Sep 17, 2024

With Iris enabled, the ItemMap is populated correctly only on the next frame, but it is empty during the callback. This differs from the behavior of the current system, where the ItemMap is populat ...