Preview 1 of the upcoming 5.0 release is available now on the Launcher and GitHub. We are making this Preview available so you can try our new features and help us catch issues before the final release. As fixes are implemented, we will release updated previews throughout the development cycle.
Please be aware that preview releases are not fully quality tested, are still under heavy active development, and that they should be considered as unstable until the final release. Developers should not convert their projects for active development on preview releases. Please test on copies of your project instead.
Links to known and fixed issues for this release are provided below. If you discover any additional issues with this preview release, please report them using the guidelines in the link: How to Report a Bug.
Known & Fixed Issues
- Unresolved issues in 5.0 Preview targeted to be fixed by the 5.0 Release
- Unresolved issues in 5.0 Preview
- Issues fixed in 5.0 (the fix may not be included in the current available Preview)
5.0 Preview Summary
This list provides a brief summary of features and updates in this Preview which may benefit from additional testing. Not all updates may be listed. Full release notes will be made available with the final 5.0 release.
Mass AI. Simulate thousands of agents with the new AI Crowd system designed for Open World AI simulation.
Smart Objects. Objects placed in a level that AI Agents and Players can interact with. These objects contain all the information needed for those interactions.
MassEntity. A new framework for data-oriented calculations.
Mass Avoidance. This is a force-based avoidance system integrated with MassEntity. The system provides high performance avoidance for any Entity using the MassEntity system.
StateTree. A general-purpose hierarchical state machine that combines the Selectors from behavior trees with States and Transitions from state machines. Users can create highly performant logic that stays flexible and organized.
Control Rig. We’ve added Functions and Collapsed nodes that have similar behavior as Blueprints, such as promoting Collapsed nodes to Functions, thumbnail previews of the graphs and breadcrumbs to multiple tabs.Control Rig Function Libraries will allow users to create Functions that can be used and shared with any Control Rig. These functions will appear quickly accessible in context menus in Control Rigs.
Pose Warping. This new set of tools allows you to get much more out of less animation data by procedurally modifying them to fit scenarios instead of building more content. Tools included are:
- Stride Warping
- Orientation Warping
- Foot Planting
- Slope/Stair Warping
- Bone Chain Alignment
MetaSounds 5.0 Improvements (Beta). MetaSounds provide sample-accurate control and modulation of sound using audio parameters and audio events from game data and Blueprints. Users can compose MetaSounds within MetaSounds, define and implement parameter interfaces, and use a preset system to streamline workflows.
Audio Gameplay Volumes. Based on legacy Audio Volumes, Audio Gameplay Volumes feature component-based feature enablements integrated with the Unreal Audio Engine feature set, 3rd party extensibility, and tighter gameplay integration, including movability and dynamic transformations.
Timing Insights Window. A new toolbar was added to the Timing view, splitting the Tracks drop down menu into multiple menus where you can look at different visualizations of the time your project spends on various tasks.
Memory Insights. Provides the capability to investigate memory usage and call stack tracing in your project. The runtime component traces events for every allocation, reallocation, or free event that occurs during runtime, then reconstructs that memory usage pattern during analysis.
Separate Server Trace Process. The Unreal Trace Server is run in the background as a single server instance and can be shared between multiple instances of your project.
Improved Late Connect. In previous versions of Unreal Insights, if your connection to the Insights program was late, then any one-time events(Important Events) would be missed before you could make a connection. Important events are now cached on the Unreal Engine client side, therefore they are sent to late-connecting machines during connection.
User Interface. General improvements have been made to the UI to streamline the user experience. Users can customize the Editor by:
- Creating and saving custom themes to adjust the colors of the UI.
- Docking tabs on the sidebars of the Viewport for quick access.
- Saving properties that you use often as Favorites in the Details panel.
Multi-Tab Modes. Some modes are complex and need to display additional UI elements, so they have been redesigned into a tab system. This applies to Fracture Mode and Animation Mode. If you close a tab, you can always reopen it by selecting the tab from Window > Editor Modes.
Searchable Menus. You can now search in menus with nested submenus. Actions that match your search criteria within any submenu will be displayed for you to access.
Details Panel Sections. There is a new Sections bar at the top of the details panel. This area groups related categories together for improved browsing of properties.
Themes and Colors. Since the Early Access version, colors have been adjusted based on user feedback to reduce distracting contrast. Key elements and interactions have had colors added to them for improved visibility.
Sidebar Tabs. You now have the ability to pin a Sidebar Tab open.
Menu and Widget Reorganization. Some menus have been reorganized for improved clarity and usability.
Gameplay Framework and Scripting Updates:
- Large World Coordinates (LWC). LWC introduces support for double-precision data variant types in UE5 where extensive changes are being implemented across all engine systems to improve floating-point precision
- Improved Simulation Stages. Simulation Stages are now production ready and also readily available directly in the Niagara Editor.
GPU Ray Tracing Collisions (Experimental). We’ve added the option to the Collision module to use ray tracing on the GPU. No matter whether the emitter and its particles are on-screen or off, or hidden behind an object, the collision will use raytracing to calculate an accurate result.
- Note that the calculation is asynchronous, so the Niagara collision will be one frame behind.
Cascade Converter. The Cascade to Niagara converter will migrate Cascade assets to Niagara. It can still be accessed by right-clicking on a Cascade asset and selecting the option Convert to Niagara System.
Improvements have been made under the hood to improve the way the conversion works, such as:
Niagara Scripts are now automatically arranged in the order of their dependencies. This means users will no longer have to fix the order of modules by hand.
The Light Renderer conversion has been improved.
Cascade Shape modules are now converted to the new Niagara Shape Location module.
Turnkey. Turnkey is a new system in Unreal Automation Tool (UAT) that simplifies platform support, including SDK installation and deploying builds to devices. The goal of Turnkey is to provide a pipeline where common operations like these are a simple “one-click” process for most users within an organization.
Most of Turnkey’s options can be found in the Platforms menu in Unreal Editor.
Chaos Physics enabled by default. Chaos Physics is a light-weight physics simulation solution available in Unreal Engine 5, built from the ground up to meet the needs of next-generation games. The system includes the following major features:
- Rigid Body Dynamics
- Rigid Body Animation Nodes and Cloth Physics
- Ragdoll Physics
- Physics Fields
- Fluid Simulation
- Hair Simulation
Chaos Destruction. Artists can define how geometry will break and separate during physics simulations.
Niagara Fluid Simulation. The fluid simulation system is designed to generate complex fluid effects for real-time environments that can be used in games and cinematics.
Physics Field System. Users can directly affect Chaos Physics simulations at runtime on a specified region of space. These Fields can be configured to influence the physics simulation in a variety of ways, such as exerting force on rigid bodies and cloth, breaking Geometry Collection Clusters, anchoring or disabling fractured rigid bodies, and interacting with rigid body animation nodes.
RAD Game Tools Updates:
- Bink Audio. The Bink Audio codec developed by RAD Game Tools is now built-in. Bink Audio is a multiplatform, highly optimized, and memory efficient audio encoding for general purpose use. Enable it on your SoundWave assets with a simple checkbox under the “Format” header.
Lumen Global Illumination and Reflections. A fully dynamic global illumination and reflections solution. The system renders diffuse interreflection with infinite bounces and indirect specular reflections in huge, detailed environments, at scales ranging from kilometers to millimeters.
- High quality Diffuse Indirect and Sky Occlusion on opaque pixels
- Lower quality Diffuse Indirect and Sky Occlusion on translucency
- Reflections (Indirect Specular) which respect Material Roughness
- Multibounce Diffuse Indirect
- Offscreen reflection
- Emissive materials to cast lights
Nanite Virtualized Geometry. Virtualized micropolygon geometry system enables developers to create games with massive amounts of geometric detail.
- Added optimization controls to reduce the size of Nanite meshes on disk.
- Nanite Auditing Tool. For projects converting from UE4 to UE5, the Nanite Auditing Tool can assist with moving a lot of existing content over to use Nanite and to diagnose Nanite content that becomes broken during development, such as unsupported features being enabled.
- New Nanite visualization modes for the Level Editor accessible from the View Modes > Nanite Visualization menu.
- Improvements for Nanite meshes to support lightmaps without lightmap UV seams artifacts.
Virtual Shadow Maps. Virtual Shadow Maps offers a single, unified shadowing method that automatically applies quality where it’s needed the most. Shadows can now have consistent quality for small and large objects over greater distances—with realistic soft penumbra and contact hardening—at a lower performance cost.
Percentage-Closer Filtering (PCF) blurs uniformly, removing important detail / Shadow Map Raytracing (SMRT) produces plausible soft shadows with contact hardening
New Virtual Shadow Map visualization modes for the Level Editor accessible from the View Modes > Virtual Shadow Map menu.
Improved scenes with foliage by integrating Virtual Shadow Maps with Distance Fields shadows for far field rendering.
Temporal Super Resolution (TSR). Provides native high-quality upsampling within Unreal Engine.
Path Tracer. Continued improvements to its physically correct and compromise-free results. It can be used for ground truth comparisons, standalone frame renders, and with Sequencer’s Movie Render Queue to render frames for high-quality cinematics.
Eye Shading model is now supported.
Solid glass now supports color absorption (using Beer’s law), which gives thick tinted glass the ability to refract in a realistic way. (Experimental)
PathTracingQualitySwitch expression for artists to develop the behavior of their materials for the Path Tracer without compromising the look and performance of the raster path for real-time.
Local Exposure. Local Exposure is a new adaptive tonemapping technique that automatically applies local adjustments to exposure (within artist-controlled parameters) that preserves both highlight and shadow detail, even when the dynamic range of the tone curve is exceeded. Local Exposure properties can be found in the Post Process Volume settings.
CommonUI Plugin. Common UI is a plugin that supports development of cross-platform user interfaces with complex navigation, such as those with multiple layers, popups, or sub-menus. Common UI’s features include:
A new library of Common UI Widgets that use styling elements from your Project Settings, providing a way to consistently style the most commonly-used widgets in your application.
A new Input Routing system that can give UI widgets selective interactivity, making it easier to manage multi-layered UIs and manage focus.
Support for console-specific UI elements, such as button icons for a specific controller.
Cardinal navigation management for gamepads.
You can enable Common UI in the Plugins menu, listed as the Common UI Plugin.
Virtual Production Updates:
nDisplay Improvements. Added support for failover, viewport rotation in the nDisplay Config Editor, and overscan support for the inner frustum.
Additional changes include:
Support for overlaying stats per viewport with projection policies
Improved Blueprint API
Frustum visualization and inner frustum border visualization
Viewport Rotation in Output Mapping. You can now apply transform operations to viewports, such as rotation and scale, directly in the Output Mapping panel of the nDisplay Config Editor.
Overscan for Inner Frustum. You can now apply overscan to the inner frustum, in addition to the outer frustum.
Console Variables Editor Plugin (Beta). The new Console Variables Editor is a panel that displays information about all the console variables and commands set in the project and provides a central location to view and modify all the variables. You can create presets to use the same console variables and values across multiple projects. The Console Variables Editor also has support for controlling console variables and commands across multiple computers in a Multi-User session.
OpenCV Plugin (Beta). OpenCV is now a standalone plugin. The plugin uses OpenCV version 4.5.4 and adds new Blueprint nodes, such as for ArUco marker tracking and chessboard tracking.
Remote Control Improvements. We added ways to reduce the amount of time spent setting up Remote Control Presets and Web Applications in new scenes:
Rebinding: Now you can open a previously created Remote Control Preset and rebind it to Actors in your new scene to relink the controls.
Templates: When you want multiple instances of an Actor with similar controls, you can now set a group of controls in your Remote Control Web Application as a template for an Actor. Switch the Actor instance in the web application to use the controls on that instance.
Fixed in Preview 2
|Add support for protocol activation in EOSPlus
|Format string error: %ull used instead of %llu in online subsystem plug-ins
|Add initialisation and check for EOS delegate causing crash
|Stadia cook on the fly doesn’t work because of SocketSubsystemEOS load failure
|ABI break in Pixel Streaming appearing in Packaged builds
|Linux Pixel Streaming crashes due to WebRTC stats
|CopyImage catastrophic performance loss on multicore systems
|Disable VR plugins by default
|Floats are still supported in Blackboard system
|Path replication does not support more than 1 client
|[AI] Mass Crash when no spawn point are generated through spawning
|Shared Fragments are not supported correctly when executing SubChunks
|Crowd visualization is flickering, multithreading issue from refactor.
|[AI] Multiple initialization issues in Mass Modules
|[AI] Mass - Remove improper reference in Mass Framework for 5.0 release
|No static navmesh in world partition map when spawning far from NavMeshBoundsVolume
|SetStartPosition does not work when anim nodes become relevant
|//UE5/Main - UE.EditorAutomation(RunTest=Animation) Mac - CopyPose test fails due to unexpected values.
|CopyPoseFromMesh and RetargetPoseFromMesh nodes have a bUseAttachedParent option but it doesn’t work when attached via a longer chain (e.g., via a child actor component)
|Crash when exporting animation from retargeter
|Rotation widget axes gets messed up while editing retarget pose post changing preview mesh.
|The eye of the Spelunkle_SpringLeg_Actor moves chaotically and passes through the mesh during simulation
|Retargeted animation on fingers not matching on same base pose
|Migrating UE4 Controls Rig across to UE5 causes shapes named Gizmo to not appear.
|Baking a Shareable Control Rig does not maintain target skeletal mesh’s initial proportions
|Control Rig Function Library needs resaving
|Custom Shape Libraries that are assigned in CR in UE4 do not get assigned that shape library when migrated or on opening a copy of the project in UE5.
|Crash occurred on setting Parent < 0 in Animation Snapper Tool for Control Rig
|Control Rig is no longer in beta
|add(float) when used within array for each node’s is not receiving the correct input value in this use case
|Add missing AnimDataController API for setting individual bone animation keys
|Additive transform curve gives incorrect result when evaluating Animation Sequence
|LODs can change unexpectedly based on assets showing in Content Browser
|Notifies and Notify States cannot be deleted from the Notify track in Animation Montage.
|Sequencer : Attaching a Possessable to multiple Spawnables across multiple cuts causes incorrect location restoration
|AnimationMode; Snapper: Ensure hit if you snap to an object not in Sequencer
|Motosynth Plugin Should be off on new projects and set to Experimental
|submix buffer listeners don’t work if submixes are auto-disabled
|Audio Platform Settings override platform max audio channels with default 32 on new projects
|[Assert] - Cast of nullptr to SourceEffect failed
|Crash when disabling audio engine modules
|Rear and Surround channels are reversed when playing 7.1 assets
|Enable Low Pass Filter Toggle is ignored on Audio Components
|Streaming Priority Playback Setting is Not Used
|GitHub 8277 : Fix SubmixEffect Fade Issue
|[AudioLink] - Errors in Should Clear Buffer on Receipt tooltip
|[Audio Link] - Engine Version string Warning on Packaging
|[Audio Link] - Starvation warnings on PIE; spams when packaging game
|[MetaSounds][Blueprint API] - Set Object Parameter has no effect when setting Sound Wave Arrays on Blueprints
|MetaSounds - Crash when opening MetaSound graph on particular local asset
|Sound Cue asset type is missing from the pinned menu when creating a new asset
|[MetaSounds] - Editor crashes when playing a mono Bink Audio asset in MetaSound Wave Player
|[MetaSounds] - Error and ensure when playing sound waves using Vorbis, ADPCM, or PCM in MetaSound Wave Player
|[MetaSounds] - Tutorial MetaSound no longer plays back correctly
|[MetaSounds] - Undoing deleting an input/output/variable does not repopulate the inspector; drag and drop becomes forbidden action
|[MetaSounds] - Move add interfaces menu to be more discoverable
|[MetaSounds] - Add right click menu to interface menu
|[MetaSounds] - If a graph used in composition is not set to default values, an error occurs when passing a value from another node
|[MetaSounds] - Enum conversion on Sine Waves is incorrect
|[Metasounds] Gain input pins are not consistent (mix of linear & dB)
|[MetaSounds] - Undoing adding inputs, outputs and variables doesn’t remove them from the list; can lead to Ensure.
|[MetaSound] BreakSinglePinLink Results in Graph Desync Due to Missing MetaSound Implementation
|[MetaSounds] Can’t Mark MetaSound DisplayName/Description as Not-Localized
|[MetaSounds][Variables] - Deleting a copy/pasted variable node deleted all instances of that node on the graph
|[MetaSounds][Random Get] - Random Get Node isn’t working correctly
|[MetaSounds][Get Random] - Setting Enable Shared State on multiple nodes will only play array values up to the length of the first node added
|[MetaSounds][Sequencer] - Setting a Key Input on a Trigger Spams the Trigger Input
|[MetaSounds][Composition] - Renaming a MetaSound doesn’t propagate the rename to referencing graphs
|[MetaSounds][Trigger Counter] - Start Value is inconsistence depending on how it’s reset
|[MetaSounds] - When switching to stereo, the variable output order doesn’t match the output order on the graph
|[MetaSounds] - If a node changes (inputs, name, etc) between builds, nothing indicates to the user that the node has changed
|[Metasounds][Random Get] - Changes to No Repeats when Enable Shared State is True don’t propagate unless Editor is restarted
|Bipolar Modulation Parameter doesn’t modulates the Modulation Destination
|Modulation Generator bypass setting changes doesn’t apply while active during PIE
|[Quartz] If a command is cancelled on the Audio Render Thread before it is triggered, cancelled is not triggered
|Google Resonance only works if Submix Send checkbox is enabled
|[Stream Caching] - Options to Enabling and Disable Stream Caching have no effect
|[Sound Submix] - Warnings when opening Sound Submix asset
|[Sound Submix] - Submix autodisable cuts off reverb and delay effects on all new and existing submixes
|[MetaSounds][Editor] Variables Do Not Display Properly When Attempting to Nest In Member Panel
|[MetaSound] [Editor] Inconsistent JumpTo/Drag/Drop Support with Other Graph Editors
|Switching between an actor’s components may cause the sections list to change
|Asset auditor platform combo off edge of window
|Device profile editor doesn’t allow you to add most cvars
|Widget reflector menu is not shown on OSX
|Users of UPlatformSettings crashes if there is more than one in a project due to a static cache
|Crash with TechSoft + CADKernel + Sew
|DirectLink - Hierarchical Instanced StaticMesh Actor are not synchronized.
|Wrong orientation of some sub-part of StaticMesh
|Hoops import with stitching Sew crashes on wire file
|Cad import: LogDatasmithDispatcher Warning: Reference to CoreTech in Cadworker log
|Rhino: Crash when importing CAD file with Stitching Sew option selected
|Ensure mentioning DatasmithCADImporter occurs during Datasmith import
|DWG partially imported in Hoops part 2
|Missing UnrealEditor folder in DatasmithCADImporter - Cannot open input file UnrealEditor-CADTools.lib for QAEnterprise build
|Having Take Recorder panel open at editor launch hides gizmo until Sequencer is closed
|Import with New File option for Anim Sequences does not function
|No audio/vocalisation can be heard while using Screen Reader
|The config hierarchy editor does not handle arrays of gameplay tags (or possibly any arrays)
|Add editor typeface for Mathematical Alphanumeric Symbols unicode block
|Combobox popup flickers when the combobox contents changes
|Crash drag-dropping a UMG widget from the graph to the designer tree on the left
|Details Panel: Sections for categories that contain spaces in their names are appearing empty in the details panel
|Menu jitter with 4k resolution
|Crash when attempting to force-delete an unused blueprint
|Get/Set Editor Property is incompatible with TObjectPtr Properties
|Packaging fails if there is a space in file path name
|//UE5/Main files contain UE4 in naming: DevTools - UE4ProjectDirs
|Plugin Loading can take 20s or more, causing long editor startup times on projects with a lot of content.
|UBT fails to enable all dependent modules for plugins when building with bBuildAllModules
|The test that checks the Engine content for the Licensee flag is broken.
|Rebuild expat with xcode 12.5 in Release-5.0
|Natvis doesn’t work for arrays using TInlineAllocator
|Crash when cooking DataLayers_WP
|Crash Handler is not opening up Crash Reporter Client on Source Builds
|Using -DDC-All-MissRate causes the editor and cooker to crash
|Using -DDC-All-MissTypes causes the editor to crash
|FileSystemDerivedDataBackend may output a corrupted access log
|Rename the .payload file to .upayload
|Invalid LOCTEXT in the virtualization module
|Losing connection to ZenServer when using as ZenOnlyDDC results in poor editor performance, ~3s hitches
|UE4Games.uproject dirs is still present in on Github, should be Default.uprojectdirs
|Build.version has UE_5.0EA CompatibleChangelist version set
|//UE5/Release-5.0 - UE.EditorAutomation(RunTest=Editor) Win64 - failed due to Actor filtering state: The two values are not equal
|Character Movement Component - using Perch Radius Threshold can prevent character from stepping up onto a ledge
|FGameplayAbilitiesEditorModule::GameplayTagTreeChanged - 0.000 s log spam
|Constructed object in BP is ignoring override value for exposed float property
|Change user-facing display of Reals in the Blueprint editor back to Float (with suitable differentiation in the tooltips)
|Vector pins with Double type values are split into Float Real
|Clean up UX for real number BPs.
|Crash after reloading asset with [EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000012]
|Dragging off a pin and adding a Real operator can break links to other nodes
|Duplicate Blueprint Editor Settings Windows are present in the Editor Preferences.
|Crash undoing Native Component Class Override after compile
|FMath::Clamp() and FMath::GridSnap() incorrectly handle mixed signed/unsigned arguments
|Precision first pass on KismetMathLibrary
|Some Child Actors move after Simulating/PIE with large world coordinates added to actors.
|[GP] Remove BP native make/break functionality for LWC types
|BakeAll: Sporadic crash on exit
|Packaging projects with landscape for IOS fails due to an Assertion Error MaterialResourcesToSavePtr != __null
|Importing landscape with a material that has multiple layers
|[Editor] Assert when editing heightmaps of different sizes (local merge only)
|GeometryScript AppendRectangle interprets input dimensions incorrectly
|Assertion failed in PolyEdit when deleting faces - ActiveChange.IsValid() == false [PolygonSelectionMechanic.cpp Line 795]
|Ensure when activating PolyEdit on a cut mesh
|Conformal UV Unwrap using invalid indices for pin constraints
|Approximate Actors implementation takes a long time to execute
|New Level - Reorder the menu
|Applying Transforms to Foliage causes the Foliage to flicker and become invisible when placed
|Foliage become invisible/change it’s location on removing it by holding shift+click and drag.
|Access Violation fixing up a Redirector generated after moving a level associated with a Level Instance while the parent level is dirty
|Assert when converting a basic level to World Partition
|Crash after Render (Local) of Shot1 sequence in MRQ
|Add a new flag called Enable Streaming (On by default) (World Settings/World Partition)
|Prev1 - Investigate offset of parent cells
|Turnkey generates logspam while mousing over platforms with no compiled support
|Stack corruption when initializing WinDualShock
|GPU timeout reading performance timers
|Packaged game fails to open and Fatal error: [File:…/GarbageCollectionVerification.cpp] is displayed in the log
|Python3.9 Linux files corrupted with CRLF vs LF
|Linux crashes in the Project Browser without using the -nocef command
|Crash Reporter not launching on Mac Binary
|QAGameServer quit unexpectedly on starting server with QA-Promotion -log.
|Adreno running Android OS 12 has graphical glitches
|IOS packaged on Mac using Xcode 12 fails to install to IOS Version 15 device due to code signature no longer being supported
|IOS does not log fatal errors to the log file
|CSM shadows do not work with Project Setting Allow Static Lighting=true, World setting Force No Precomputed Lighting=true
|Unreal app crashes on tvOS when DualSense connected
|iPhone 13 and latest iPad device profiles are missing
|Crash on TVOS when using a wireless game controller
|No Google Play Store Key’ Hit when Attempting to open Installed Package
|Force Feedback Not Being Applied on Android Devices
|Bidirectional file access service
|iOS backbuffer resolution does not match r.MobileContentScaleFactor
|iPhone device names with apostrophes appear as ??? on Mac
|TM-VRSmoke. Some CPU and GPU particles render only in left eye in VR Preview
|HMD extensions are enabled when rendering reflection captures
|QA-Game crashes with Assertion failed: IsValid(Platform) when a Vive is connected as the Editor launches
|OculusVR plugin defaults to Legacy Oculus SDK
|Dynamic Fixed Foveation setting in Project Settings is missing (Experimental) tag
|Right eye is displaying shadow and reflection artifacts when rendering in stereo
|UE5 Binary fails to package BP projects for HoloLens due to Missing Game Binary
|Crash: ISMC proxy setup going out of bounds on array
|Assert when attempting to open \sandbox\rendering\realisticrendering.uproject
|GlobalDistanceFieldVisualization missing autoexposure/tonemapping
|Fix d3d12 debug warning in EngineTest
|Particle Shadow Casting not casting shadows
|Ray tracing scene has missing meshes visible in Lumen Reflections
|Objects missing from Global DF when r.AOGlobalDistanceFieldCacheMostlyStaticSeparately is disabled
|Local Exposure Contrast Reduction parameter is not user friendly
|GPU Crash occurs when opening QAGame with Vulkan - UE5
|Crash with deferred decal shader when saving
|Path Tracer cannot be toggled in shipping builds
|Need a good way to visualize the quality of motion vectors to ensure TSR and other dependent systems are properly being fed
|Investigate and clean DX12 tests in Horde
|Assert in FTaskTagScope fires when the render thread crashes
|WaterFountain map renders blurry related to Bloom settings
|Severely Flickering Volumetrics
|UE.TargetAutomation Horde jobs has a large number of failures stemming from issues with shaders
|Camera edge issues with water not rendering or shading correctly
|Incorrect global distance field data when opening level using landscape
|Moving meshes with editor widgets causes ghosting due to incorrect velocities
|Particle Lights not illuminating volumetric fog
|Crash while fetching VT data from the DDC
|Light Components fail to propagate certain property changes from Sequencer
|//UE5/Release-5.0 - UE.EditorAutomation(RunTest=Rendering) Win64 d3d12 - HairAndFur - failed due to voxel lighting being off
|//UE5/Release-5.0 - UE.TargetAutomation(RunTest=Rendering) Win64 - failed due to Clouds_RayleighScattering artifacts in clouds
|//UE5/Release-5.0 - UE.TargetAutomation(RunTest=Rendering) Win64 - failing due to artifacts in clouds
|TSR doesn’t support ICVFX camera motion blur setting in ndisplay
|Extreme visual noise in translucency TSR pass
|LWC - Changing World Origin to extremes cause water meshes to break
|Object culling occurs at large world coordinates
|Engine crashes when building GPU lightmass in Lighting map
|Scene in viewport has visual artifacts: seems like scene is affected by texture with transparency (texture can be different)
|The mesh preview in the viewport displays artifacts as shadow contours
|Static mesh materials using Static Light has shadows that are harsh and scattered
|Lumen shader fails to compile, causing glass to show as solid black
|Editor crashes when enabling Global Distancefield
|Surfaces have blotching artifacts on AMD6900XT
|Distance fields are being setup even when Lumen is using Hardware Ray Tracing
|Final Gather Quality Post Process setting causes severe rendering issues in the Stack-O-Bot project
|Implement custom HWRT receiver shadow bias for heightfields
|Lumen Landscape Broken During Initial Streaming
|Ray Tracing Scene Has Broken Primitive Indices
|Crash enabling ‘show VisualizeLumen’ with 4k resolution
|Several Lumen tests look broken in AMD 6900
|Translucent material in mesh with opaque section blocks GI / Reflections with Lumen Hardware Ray Tracing
|Change culling behavior of Lumen Direct-Lighting HWRT pass from back-face to front-face
|//UE5/Release-5.0 - UE.TargetAutomation(RunTest=Rendering) Win64 - failed due to EnvLighting differences
|Creating a new project from the VR Template leaves GI/Reflections set to Lumen and Shadows to VSM
|Lumen GI dark on foliage
|Lumen reflection on Mac is not working, and not reusing screenspace reflection.
|Random glow appears in viewport when Output Log is open and a PIE session is started and stopped
|Strands groom are not lit by Lumen
|Crash when writing WPO using SceneDepth
|RHI Validation Error Hit when Launching Projects with -rhiValidation argument
|Ensure is thrown and Output pins are absent for not connected nodes in the Material
|//UE5/Release-5.0 - UE.TargetAutomation(RunTest=Rendering) Win64 - failed due to shader model material refraction
|Materials failing to open correctly in the Material Editor
|Changes in the files included from the generated code aren’t reflected in shader job cache input key
|Debug build crash in BuildCoarseRepresentation due to missing FBinaryHeap copy/move ctor
|Fluids Plugin: Fix owner motion field to work with both 2D and 3D sims.
|Fluids Plugin: Fix 2D material to match 3D. Update template category. Update content hall assets.
|Fix LWC VectorField on CPU
|Pins need to be exclusive in Niagara and currently are not
|[Dev-EngineMerge] CIS Content Error: SkeletalMeshLocation is Engine content that was saved with a licensee flag. This can result in the file failing to open on licensee builds
|Fix memstomp in translator around string manipulation
|Physics field data interface fails to compile for gpu particles
|Regression with emitter inheritance
|Engine assets need resaving to remove the licensee flags
|Ribbon UV.x always 0.
|Fluid Plugin: Conform LWC settings to latest modules. Fix bounds on colored smoke. Address notes on standing fire.
|Add parameter via map get node adds 001 to existing parameter
|add existing parameter duplicates parameters instead of adding them to map get
|Niagara ribbons don’t generate precise motion vectors
|PostTick is not called on Niagara GPU Emitters
|Integrate Emitter DI to improve bounds of fluids
|Niagara Fluid systems don’t copy over their thumbnails when created
|Crash adding a Renderer to a modified Emitter when running with -stompmalloc
|Crash Occurs when Loading certain maps with Niagara Files
|Crash applying changes to a module script
|Crash when loading Niagara_Fluids map in Content Examples packaged project
|Niagara parameter created via map node doesn’t create a script variable (details panel doesn’t show up)
|Niagara Texture DIs can crash due to transitions
|Niagara’s collision module fails to set the particle restitution value when using HWRT
|Changing the type of a parameter keeps mismatched pins connected with implicit conversion instead of creating orphaned pins
|The emitter merge can fail silently leading to missing data.
|Changing the type of a parameter does not update the default value on Map Get nodes until the script is reopened
|fix problems with Fluid content hall
|Fix data interface functions to use position type
|Improve usability for old Niagara content that does not need LWC
|All enums show up in the graph as event writes erroneously
|Create visual cues that Position->Vector is not a good idea
|Motion Vectors are not generated for Niagara’s Mesh Particles when Velocity Pass is set to Write during base pass
|Motion blur is incorrect and extreme on part of Advanced example 3.8
|Unstable Niagara transforms output causing flickering in raytracing effects
|Unable to edit parameter settings in Emitter Summary when the node is collapsed to the summarized view
|Changes to a parent Emitter’s Emitter Summary expanded/collapsed state are not applied to emitters that inherit from it
|Connecting a Wildcard pin to an already connected pin does not replace the existing connection
|[Crash Report] UnrealEditor-D3D12RHI!FD3D12DynamicRHI::RHICreateTextureCube_RenderThread
|Launch on Fails on Linux with Critical Error appError called: Fatal Error: [File: VulkanUtil.cpp]
|Nanite fails to render on discrete Intel video cards
|Ensure related to the VulkanBarriers.cpp occurs upon opening the newly created DMX Pixel Mapping
|Crash with VulkanUtil.cpp error after opening packaged game
|Make DX12 the default PC RHI for newly created projects
|UE crashes making the viewport active with a fatal error after enabling Vulkan (SM5) and setting Vulkan as Default
|nDisplay - mGPU nodes crash with Valley_Lumen_LARD level
|UV Coordinates are blurred on Static/Skeletal Mesh after FBX import
|Pathtracer is not accumulating
|Several cosmetics display extreme mesh stretching on frontend
|Chaos: Missing implementation of SetLocaltransform for physics bodies
|SkeletalMesh RigidBody blue worm bounces rapidly and disappears when interacting with it in ContentExamples
|Multiple handled ensures fire when interacting with a physics object in ContentExamples
|Crash on triggering of the TriggerRagdollAnimatedSimulated in PIE
|CCD objects tunnel through fast moving kinematic objects
|Opening the PhysicalAnimation map in ContentExample freezes application
|Chain link with soft constraints and low stiffness does not drop down through the chain.
|Ragdoll tunnel through Trimesh floor
|Physical animation component not playing on some mannequins
|Object Interacts Unexpectedly with Physics Gun
|Crash occurrs on adding new element to the Cache array contained Invalid element.
|Hoodie laces of the second character fly in circles when playing in editor in the MetaHumanSample project
|Ensure condition fails after adding large coordinates to all actor locations.
|Crash occurs when undoing Cloth Paint Smooth tool application
|Fix using shared geometry when cloning chaos particles
|QAGame: Velocity Target High Max Force has equal strength modifiers in both arms
|Clothing Data is incorrectly applied to a Skeletal Mesh and breaks the Skeletal mesh
|Physical animation blending mannequin’s head bends/stretches very unnaturally when hit in ContentExamples
|Chaos Cloth World Collision (Hard Engine) Crash
|Chaos Cloth Collisions do not work with convex collision objects
|Performance Regression for LWC on Cloth
|Crash after disabling the default mask from Activate Cloth Paint Window
|Crash in clustering when particle does not have geometry
|Chaos : Particle Trailing Effects
|Default field actors
|Animated Geometry Collections not working.
|Geometry Collection Clustered Children not colliding
|Convex based geometry collection creation is slow on the physics thread
|Add missing access to DynamicCollection from Geometry collection component
|geometry collections lose proximity data on new/reset, giving bad results in convex generation
|ChaosDestructionDemo has broken collisions
|fracture mode crash if open radial fracture tool while in PIE/simulate then exit PIE
|fracture crashes on voxel-shaped mesh w/ perfectly cube-aligned slice fracture
|fracture convex tool uses the wrong settings in some cases
|fracture auto-cluster tool fails check() on some inputs
|make fracture ToMesh stop putting user in confusion selection state
|stop throwing user out of fracture mode every time they want to test simulations
|ChaosDestructionDemo: Severe regression in PIE enter and exit times
|ChaosDestructionDemo: Severe performance regression at steady-state
|Field Child Sampling.
|ChaosDestructionDemo packaged game crashes during the launching
|Reactivated Sleeping GCs Don’t Propogate to Children
|Sweeps traces can return false positive
|Removing a object from a sleeping pile, does not make the objects on top to fall
|NaN in Joints when shock propagation is enabled
|max delta time on base emitters set to 1/24
|suppress repeated warning fix, determinism with flip particle seeding
|fix bug with local particles emitting into 2d fluids
|fix fluid bugs due to Niagara inheritance regression
|fix broken 2d bounds for various sims
|fix bug with render scale and wrong render step size
|2d simulation bounds
|bounds on 3d gas sims
|bounds set correctly on 3d liquid assets
|init lighting grid needs to be reset only, 2d liquid dam break has stuck particles on boundar
|Unavailable mesh distance field data causing issues with disappearing particles
|Crash when disabling ray tracing in a view and then r.RayTracing.ForceAllRayTracingEffects 1
|Text3D keeps old glyphs after duplication
|Text3D slow on property change
|Camera calibration using vulkan causes nan values
|Details views custom rows clip content to the inner border, preventing from custom widgets to handle mouse events on the whole row
|DMX - Matrix fixtures do not update channel span or matrix attributes when they use word sizes > 8bit
|DMX - Crash when sacn IP address does not match local IP address.
|DMX - Pixel mapping warnings are difficult to read
|GDTF Imports fail to parse properly when virtual channels are used.
|DMX - Fixture patch view is refreshed only if the DMX library is closed and reopen
|LiveLinkComponent’s ComponentToControl setting is overwritten unnecessarily when setting the Subject Representation
|Media IO - Blackmagic media output audio is not working correctly
|Media IO - Blackmagic Performance degradation when outputting in 8k
|Media IO - Performance degradation upon activating GPUDirect
|Media IO - No Audio Output in PIE
|WebApp - missing log improvements and highlights marking
|nDisplay config transforms broken when exposed to RC preset
|Fix In-Camera VFX Typo on ICVFX Camera Component
|Preview frustum rendering flickers
|Lightcard/Chromakey rendering showflags should have raytracing disabled
|PIE Node Preview list empty when only 1 node in the cluster specified
|Freeze preview viewport keeps updating the content
|Opening GoldenPath with -vulkan triggers ensures
|Physics Simulation Divergence using nDisplay
|nDisplay Viewport Details Panel Small Update
|nDisplay Inner Frustum Border Default Value Too Thick
|nDisplay DCRA Details Panel Preview Tab Feedback
|Crash when resizing nDisplay Viewport in Output Mapping
|Nodes freeze while working in the editor
|nDisplay config preview renders as black grid when moved
|Render node crash when launching exr playback
|Viewport preview in the nD configurator is broken
|Crash when adding many nodes to an nDisplay config and then deleting them
|nDisplay - nodes crash if user enable Adaptive resolution on extreme values
|Improved In-Level Preview Accuracy
|Pathtracer not updating over nDisplay
|nDisplay Preview issues - optimization
|DCRA Editor preview color mismatch
|Sequencer - Sequence is not looping in nDisplay
|mGPU is not any faster with nDisplay in Academy project
|Stage Monitor - Implementing column sorting in the UI
|Level Snapshot - Some assets are not restored correctly when manipulating parenting relationship
|Level Snapshot - Editor crash after adding components to an actor and taking a new snapshot
|nDisplay nodes crash on launch when using World Partition level
|Sequencer - Editor crash while closing a sequence with Metahuman Blueprint
|Playlist needs tooltips
|Switchboard - Logs shows Launching UE4 info even when launching UE5
|Manually editing CL number in Switchboard freezes Switchboard
|muserver and trace settings not updating when creating new config
|Switchboard Wizard Linux - UE Top menu Switchboard button not displayed on Linux.
|Switchboard: rsync not retrieving files when workspace path has spaces
|Switchboard Linux - Build action tries to build Platform Win64 on Linux
|Switchboard Linux - Sync CL tries to start Program python.exe on Linux
|Switchboard Linux - Open Logs Folder does not open the directory in Linux