Crash when deleting BindingOverrides if the target property is left open on the details panel

UE - Anim - Sequencer - Sep 22, 2023

Crash if opening ALevelSequenceActor::BindingOverrides in the details panel and run a process that empties the BindingOverrides elements. Workaround: FMovieSceneObjectBindingID FMovieSceneObjectBi ...

[AI] Fill Collision Underneath for Navmesh does not work for ISM instances

UE - AI - Navigation - Sep 29, 2023

Although the ISM component allows for enabling the flag for Fill Collision Underneath for Navmesh, it does not add the modifier for this to the navigation data for its instances.  ...

[AI] Stack overflow in canRemoveVertex of DetourTileCacheBuilder

UE - AI - Navigation - Sep 28, 2023

User reports of stack overflow happening in canRemoveVertex in DetourTileCacheBuilder.cpp if a poly has more than 16 vertices. The array for edges is a fixed array and is written to without checking ...

GAS: Crash on unloading sublevel with Duration GEs and garbage collection before the duration expires

When a sublevel gets unloaded that has an actor with an AbilitySystemComponent with an active GameplayEffect with Duration, a crash occurs when the duration expires. This is due to an ASC timer dele ...

Disabling DFAO prevents landscape from contributing to Lumen scene

UE - Graphics Features - Lumen - Oct 10, 2023

From licensee: We disabled DFAO on our project (using r.DistanceFieldAO 0) to replace it with Lumen occlusion, as the combination of both was creating dark blobs under bushes and grass. However, we ...

Assert when toggling RHIThread

UE - Rendering Architecture - RHI - Oct 12, 2023

Building Nanite on a Landscape with Visibility Mask multiple times gives an Assert

UE - LD & Modeling - Terrain - Landscape - Aug 28, 2023

Repro Rate 15/25 Regression set to Yes as this was not found on //UE5/Release-5.2 CL 26001984 Binary Building Nanite with a Landscape that has a material including Landscape Visibility Mask still ...

Foot Placement tries to step on vertical surfaces

UE - Anim - Gameplay - Oct 31, 2023

From a community member: Are you responsible also for the FootPlacement node? Its fantastic, but there is a possible bug with the walkable surface handling. It tries to step even on vertical surfac ...

FAnimationRuntime::BlendPosesPerBoneFilter() causes an assertive crash when Skeletal Mesh LOD is changed

UE - Anim - Runtime - Nov 1, 2023

The crash occurs from "check(BoneBlendWeights.Num() == NumBones);" This crash occurs when the following conditions are met;The skeletal mesh LOD is changed.The number of bones is difference between ...

GAS: Ability that destroys owning actor on activate causes crashes due to ABILITYLIST_SCOPE_LOCK

UE - Gameplay - Gameplay Ability System - Oct 31, 2023

A GameplayAbility that destroys its owning actor inside ActivateAbility() causes a crash, because actor destruction will modify the ability list but ActivateAbility() is called within an ABILITYLIST ...