Nanite meshes are lit differently in Actor Colorization view modes than non-Nanite meshes

UE - Graphics Features - Nanite - Aug 28, 2024

When the Lit > Actor Coloration > Affects Navmesh or other Actor Coloration mode is used, Nanite meshes apply lighting differently than non-Nanite meshes which can make it difficult to use the Actor ...

Regression: "Object Position" node in Light Function materials did not compile up to UE 5.0. Starting with 5.1, it compiles but outputs garbage values

UE - Rendering Architecture - Materials - Aug 26, 2024

Up to UE 5.0, when the "Object Position" node is used in the Material Editor as part of a material with Light Function domain, attempting to compile the material results in the following error: "[SM ...

Skylight Intensity causes brightness discrepancy between the pathtracer and realtime renderers

UE - Graphics Features - Aug 26, 2024

In a scene without a sky sphere, increasing the skylight intensity will cause the sky to brighten in the pathtracer. Other renderers do not brighten the sky, and the intensity increase is applied on ...

Data Layer replication bug

The bug is data layer runtime states can get out of sync between a client and a host depending on the initial runtime state of a data layer and the size of the replicated data layer names array. Se ...

Favorite Levels menu is hidden if Recent Levels menu was cleared

UE - Editor - Workflow Systems - Aug 23, 2024

This issue is caused by the "File > Favorite Levels" menu only showing up if there are 1 or more recent levels. Once that list is cleared, the "Favorite Levels" menu is never added to the "File" men ...

Blueprint compilation resets settings on level-placed actors and inherited templates

UE - Gameplay - Blueprint - Aug 21, 2024

Triggering an actor component recompilation resets all the variables to the default state on spawned actors in the level. Users can unintentionally lose property settings on placed actors in a worl ...

Crash when precaching PSOs for decals from non-game thread

UE - Rendering Architecture - Shaders - Aug 21, 2024

During async loading from an AsyncLoading thread, DecalComponent attempts to precache PSOs which can trigger a checkf in StrongObjectPtr.h which are only allowed to be created on a game thread. ...

Blueprint Struct Issues - Data table wiped data

UE - Gameplay - Blueprint Compiler - Aug 19, 2024

The user has come across various issues with using nested blueprint structs within a data table. The first issue relates to changing a variable in a child struct and setting it back then saving, cau ...

Chaos Cloth: NaNs can be introduced from bad AnimatedPositions/Normals

UE - Simulation - Physics - Character - Aug 17, 2024

We've worked out at least a possible way this can occur from using uninitialized AnimatedNormals values when changing LODs. Ensuring all AnimatedNormals are initialized appears to fix the problem. ...

Native gameplay tags in plugins are cleared when reading config files

UE - Gameplay - Aug 14, 2024

When references to Gameplay Tags are loaded, it checks to see if they are already registered. If they are not already registered, it will notice it is invalid and may print a warning depending on th ...