Collision Drawing in Cooked Builds (Development) doesn't Show Geometry for Nanite Meshes

UE - Graphics Features - Jun 2, 2025

Context The showFlag.CollisionVisibility 1 cvar is a viewport visualization mode that highlights which Actors will block visibility. The showFlag.CollisionPawn 1 cvar is a Player Collision viewmode ...

Possible bug with GAOGlobalDistanceFieldCacheMostlyStaticSeparately

UE - Graphics Features - Jun 2, 2025

The Global Distance Field can constantly update, even when the camera is stationary, in large World Partition maps. This bug requires a large amount of the World Partition map to be loaded to reprod ...

[5.4+] World Partition Landscape Spline Meshes Builder - Source landscape splines are not properly removed/hidden

UE - World Creation - Worldbuilding Tools - World Partition - May 30, 2025

LandscapeSplineActors and LandscapeSplineMeshesActors are not behaving as expected in 5.4 or 5.5. Testing in 5.4 the issue mostly seems to stem from issues with the Target Landscape -> Landscape Ac ...

Synthetic Benchmark Giving Inconsistent Results

UE - Rendering Architecture - RHI - May 27, 2025

A licensee has noted that the synth benchmark has been giving inconsistent results when they try to find optimal scalability settings for their application. The root cause of this is unclear, but lo ...

Compilation error with Evaluate Chooser node when getting All Results from Subclass Of table

UE - Anim - Gameplay - May 22, 2025

Trying to use the Evaluate Chooser node in the All Results mode with a chooser table that returns the Subclass Of type results in a compilation error ("Array of Actor Object References is not compat ...

Reimporting an asset during PIE overwrites the bAllowCPUAccess value to true

UE - Editor - Content Pipeline - Import and Export - May 22, 2025

When reimporting a static mesh asset before PIE execution, the value of bAllowCPUAccess is false.  If reimporting a static mesh asset while PIE is running, the value of bAllowCPUAccess is true. In a ...

Specular highlight and roughness issue on clearcoat material with second normal at certain view angles

UE - Graphics Features - May 21, 2025

Specular highlights on non-Nanite meshes with a clearcoat material that has the second normal enabled will disappear at certain view angles. This can be worked around by adding a constant node to th ...

When importing static mesh using interchange and collision is generated, the asset does not have Collision Generated set to true

UE - Editor - Content Pipeline - Import and Export - May 19, 2025

Context: The Interchange Framework is Unreal Engine's import and export framework. When importing a mesh without collision, collision can be auto-generated. Problem: The problem is when importing s ...

Editor 'Build All Levels' discards Volumetrics Lightmaps in persistent level

UE - Graphics Features - May 14, 2025

Building the level or lightmaps can clear the volumetric lightmap. In 5.5, this requires you to perform a full build, or a lighting only build with a BSP brush in the scene. In 5.6, all level build ...

Editor crash when using PCG self pruning and complex collision

UE - World Creation - Procedural Tools - PCG Workflow - May 14, 2025

While testing out pruning points based on collision, it was observed by the licensee that using complex collision seems to crash the editor. The editor crashes with the following error: ``` Asserti ...