Remember those exciting new features we showcased at GDC? Well, they’re here in Unreal Engine 5.4! It’s packed with new features and improvements to performance, visual fidelity, and your productivity.
Download Unreal Engine 5.4 from the Epic Games launcher, GitHub, or for Linux!
Animation
Automatic Retargeting makes it easier to get great results when reusing bipedal character animations. There are also extensions to the Skeletal Editor and a suite of new deformer functions to make the Deformer Graph more accessible.
New Gizmos, reorganized Anim Details, upgrades and improvements to the Constraints system, and a new Layered Control Rigs feature make our animation authoring tools more robust and intuitive.
Unreal Engine’s nonlinear animation editor Sequencer received a significant makeover, with better readability and improved usability in several aspects of the Sequencer Tree. Among other new features in this release, we’ve also added Keyframe Scriptability.
Motion Matching, an expandable next-gen framework for animation features, is Production-Ready. We’ve focused on making the toolset robust, performant, and memory-scalable, as well as adding a suite of debugging tools.
Choosers, a much-requested tool that enables you to use game context to drive animation selection.
Rendering
UE5’s virtualized micropolygon geometry system Nanite continues to receive enhancements, such as an Experimental new Tessellation feature that enables fine details such as cracks and bumps to be added at render time, without altering the original mesh.
Moreover, the addition of software variable rate shading (VRS) via Nanite compute materials brings substantial performance gains. There’s also support for spline mesh workflows—great for creating roads on landscapes, for example.
In this release, Temporal Super Resolution (TSR) has received stability and performance enhancements to ensure a predictable output regardless of the target platform.
AI and machine learning
The Neural Network Engine (NNE) moves from Experimental to Beta. With support for both in-editor and runtime applications, NNE enables developers to load and efficiently run their pre-trained neural network models.
Developer iteration
Unreal Cloud DDC is a self-hosted cloud storage system for Unreal Engine Derived Data Cache (DDC). Designed for distributed users and teams, it enables them to efficiently share Unreal Engine cached data across public network connections.
Our local DDC now uses a new Unreal Zen Storage server architecture, offering improved data conditioning performance; faster editor load times and Play In Editor (PIE) workflows; and greater control over cache writes, eviction, and data deduplication.
Now Production-Ready, Multi-Process Cook enables developers converting content from the internal UE format to a platform-specific format to leverage additional CPU and memory resources, significantly reducing the time it takes to get a cooked output.
In Beta, Unreal Build Accelerator (UBA) is a scalable distributed compilation solution for C++. It is used in conjunction with Unreal Build Tool and/or Unreal Horde’s Remote Execution (compute task) system to accelerate build compilation time.
Media and entertainment
Virtual Camera is Production-Ready. It adds Android support and Virtual Camera workflows are fully supported on macOS. The mobile application has been renamed Unreal VCam, and can be found on the Apple Store and Google Play.
For ICVFX, a Depth of Field Compensation feature means you can accurately control the amount of DOF falloff of the digital content rendered by nDisplay as seen by the movie camera, yielding better results for close-up beauty shots.
Multi-Process Inner Frustum, enables the render of what’s seen by the movie camera to be split across more GPUs and hardware resources, alongside numerous stability improvements and other enhancements to our SMPTE 2110 support—which is moving closer to Production-Ready status.
Cloth simulation
It’s now possible to import a garment—including simulation parameters—Marvelous Designer or CLO using a new USD Importer in the Panel Cloth Editor.
Experimental Features
Please try them out and send us your feedback, but keep in mind these features are still under heavy development and we don’t recommend using them in your final projects just yet.
Build animation rigs from straightforward modular parts with Modular Control Rig, which utilizes the entire framework of Control Rig for creating rigs that are ready to be animated on any skeleton instantly.
Motion Design mode is equipped with specialized tools for authoring complex 2D motion graphics, offering a comprehensive suite of tools, including 3D cloners, effectors, modifiers, animators, and more.
Movie Render Queue received a major update with the Experimental Movie Render Graph (MRG), a node-based architecture that enables users to set up graphs to render a single shot, or design them to scale out across complex multi-shot workflows for large teams of artists.
On the VR Scouting front, try the Experimental fully customizable toolkit that utilizes XR Creative Framework to support OpenXR HMDs—such as Oculus and Valve Index—offering a dramatically improved user experience over the existing Virtual Scouting toolkit.
Experimental ray tracing support for Vulkan on Linux is now available.
Note
Support for platforms such as iOS, Android, and Linux will no longer be installed by default alongside the engine.
Known Issues
For a complete listing of known issues affecting Unreal Engine 5.4, please see the Unreal Engine Public Issue Tracker .
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On Mac/Linux, when the UnrealEditor process is shutting down and starting up quickly (such as when creating a new project or switching between existing projects) we have observed that the accompanying ZenServer process may not be started correctly. This leads to the editor logging a message,
LogZenServiceInstance: Warning: Found locked valid lock file but no matching process.
and crashes the editor, stating “no writable nodes available”.Attempting a re-launch of the editor for the target project will succeed.
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The Quixel plugin encounters a Critical Error when logging in on Linux. This occurs on AMD machines running Mesa drivers on version 22.2.5.
To fix, please update your Mesa drivers to version 23.2.1 or newer.
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Compiling Microsoft platforms with the Visual Studio 2022 “MSVC v143 - VS 2022 C++ x64/x86 build tools (v14.39-17.9)” toolchain with /arch:AVX architectures generates incorrect bytecode and will cause unexpected runtime crashes
In the Visual Studio 2022 installer, install the “MSVC v143 - VS 2022 C++ x64/x86 build tools (v14.38-17.8)” individual component before compiling.
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Sonic Studio Virtual Mixer on certain ASUS boards causes various crashes.
Disable the Sonic Studio Virtual Mixer in the Device Manager under “Sound, video and game controllers.”
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When you close the editor with the Actor Coloration framework active and re-open it again, it automatically enters that state, making all rendering gray.
Turn off Actor Coloration when you re-open the editor, or turn off Actor Coloration before you close the editor.
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Packaged applications crash when trying to display a landscape actor if ALL of the following conditions are true on the target platform:
- Lumen is not enabled.
- Runtime Virtual Texture (RVT) is not enabled.
- The Water plugin is not installed.
Add the Water plugin to your project even if you do not need it.
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Packaging with Editor Default Configuration always defaults to initial value when the editor is started.
Either restart the editor after changing configuration in Packaging settings or select the configuration for the platform in the menu before packaging instead of using Default Configuration.
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Build fails when verifying that the entire VisualStudio solution can be built in an Installed Build workspace.
error CS0103: The name 'Catch2' does not exist in the current context
Install the 4/26/2024 QFE from here to address this issue: Current Available Quick-Fix Solutions
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There are broken shadows with Instanced Stereo Rendering enabled. (Affects VR primarily)
Apply this shader fix—there’s no need to recompile the editor, but it will recompile a lot of shaders. https://github.com/EpicGames/UnrealEngine/commit/90ef97eee45bdb2665fafbd49d3784241ddba202
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Subversion (SVN) consistently fails to connect on 5.4 and later
Install the 5/8/2024 QFE from here to address this issue: Current Available Quick-Fix Solutions
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Missing polygons in nanite meshes with masked materials.
Apply this shader fix (no need to recompile editor/client). Will only recompile materials with masked, PDO, or WPO.
https://github.com/EpicGames/UnrealEngine/commit/53e0e97e5ecb4e820b24f0b441cafba99220c485 -
Configuring DDC to have a Local DDC of “None” can lead to the editor failing to start and issuing the message
Unable to use default cache graph 'InstalledDerivedDataBackendGraph' because there are no writable nodes available.
to the log.Ensure that you keep at least one writable storage layer in your DDC graph. If you have mistakenly removed all writable storage layers, you can launch the editor with an additional command line argument:
-LocalDataCachePath=”C:\TempDDC”
Once the editor has launched, go to the General\Global settings section of the “Editor Preferences” and remove the use of “None” in the Global Local DDC Path field in the “Derived Data Cache” category. The field can be left blank and it will use the platform-specific default path to store DDC data, or it can be filled with a value other than “None” if you have a path that you want DDC data saved in. After you have done this, you can exit the editor and re-launch it without the use of any custom command line arguments.
If you discover new issues with this release, please report them using the guidelines in the link: How to Report a Bug .
Pricing and licensing
In March, we announced that a new pricing and licensing model for Unreal Engine, Twinmotion, and RealityCapture would start in late April. With this release, that model—which will enable us to fund future engine development for all creators—is now in effect. If you missed the announcement, you can read ALL the details in our blog.
But that’s not all!
There are many more features and improvements now available in Unreal Engine 5.4. Explore the release notes for a complete list!
Fixed in 5.4.1
Issue | Summary |
---|---|
UE-213361 | The first frame is not automatically played when a recording is loaded |
UE-213190 | Crashing on trying to render sequence |
UE-213137 | UBT does not error when compiling targets with a banned MSVC version , need to expand Ban Range |
UE-213059 | Fatal error during cooking - [X] was an archetype of FooComponent [Y] but returned a null index mapping object |
UE-212795 | Crash when creating a new media plate |
UE-212785 | Actor Coloration state is persistent between editor runs. |
UE-212439 | Disable TObjectPtr placeholder type flag checks in editor runtime |
UE-212069 | Modular Rig - Severe slowness |
UE-212055 | Crash closing persona with cloth paint active |
UE-211808 | Packaging with Editor Default Configuration always defaults to initial value when editor started |
UE-211555 | Light Intensity keyframes get removed when converting from Spawnable to Possessable in Sequencer |
UE-211170 | GitHub 11703 : Fixed the reference of Entitlement |
UE-211144 | Recording time counter, counts faster each time a new recording is started |
UE-210257 | Build fails when Verifying that the entire VisualStudio solution can be built in an Installed Build workspace. error CS0103: The name ‘Catch2’ does not exist in the current context |
Fixed in 5.4.2
Issue | Summary |
---|---|
UE-196605 | [CrashReport]UnrealEditor-Engine!FSubsystemCollectionBase::Deinitialize() [SubsystemCollection.cpp:205] |
UE-213543 | Investigate Crash in UPCGComponent::UpdateDynamicTracking |
UE-213979 | [CrashReport] UnrealEditor-AssetRegistry!FPathTree::RemovePath(FName,TFunctionRef) [PathTree.cpp:96] |
UE-213984 | [CrashReport] UnrealEditor-Engine!FSubsystemCollectionBase::Deinitialize() [SubsystemCollection.cpp:200] |
UE-185145 | Stereo output on Oculus Quest is distorted |
UE-213896 | 5.4.2 - Hotfix Candidate - Distance Field Mesh not generated after modeling geometry |
UE-213740 | Editor tries to rebuild hierarchy after saving and closing - 5.4.2 |
UE-210762 | Ensure when opening Cloth Asset |
UE-210469 | Pixel Streaming blueprint components running unnecessarily even when unused in scene |
UE-206996 | Water is not rendering properly on MRQ output |
UE-207611 | Force Deleting a Level Snapshot with Sub-Levels causes an editor crash |
UE-204520 | FBaseAssetToolkit leaks raw pointer resulting in FSubsystemCollectionBase crash |
UE-211765 | Migrating Open World level to another project crashes editor. |
UE-211468 | Mac - Content Example - MetalRHI Mismatched Texture Type Ensure when launching Content Example project |
UE-212099 | Take Recorder - Viewport Freezing and Performance Degradation When Recording Without Subsequences |
UE-212063 | Implement fix and re-enable explicit bounds for hierarchical instance culling |
UE-211801 | [Crash Report] UnrealEditor-Renderer!TShaderRefBase<FHWRasterizeMS,FShaderMapPointerTable>::GetMeshShader() [Shader.h:1091] |
UE-211421 | Disabled particles can take several seconds to disappear in CVD |
UE-213956 | Change GetMaterial to GetMaterial_Concurrent |
UE-213957 | Prevent UObject access in HeterogeneousVolumeComponent’s PrimitiveSceneProxy |
UE-213959 | Heterogeneous Volume shadows flicker with Directional Light |
UE-210908 | GitHub 11693 : Prevent IOpenXRExtensionPlugins from being added multiple times |
UE-213509 | Cloth Asset - BucklingRatio has no effect when changed on the SimulationBendingConfig node when using PBD HingeAngles |
UE-213501 | Cloth Asset - Broken skinning on USD imported render meshes |
UE-213414 | Building UnrealGameSync with Installer/Build.bat fails due to missing UnrealGameSyncLauncher |
UE-213275 | Crash editor when raytracing is enabled and enter kanji characters into TextRenderActor |
UE-213265 | GAS: Local FPredictionKeys can be stomped by a Server Initiated PredictionKey with the same value |
UE-213089 | Crash when you enter a sample range and convert selected asset to BranchIn Notify inside the MM Editor window |
UE-213250 | Switching between play / simulate in vcam can cause editor to crash. |
UE-213350 | Remote Control Property ID not Working with Rundown Tool |
UE-213569 | Crash on running Geometry Script CopyCollisionMeshesFromObject method |
UE-213478 | Subversion (SVN) consistently fails to connect on 5.4 and later |
UE-213564 | Hot fix for Ease curve tool not reading key values on save/load |
UE-214138 | Incorrect Velocity Calcuation for Inertialization AnimNode |
UE-214412 | Control Rig - Connecting a Name array variable to select node crashes the editor |
UE-213571 | Created static particles can take several seconds to appear in CVD |
UE-213635 | Audio fade no longer works |
UE-213625 | Solidworks Datasmith Exporter Installer fails to completes on installation with Solidworks 2024 |
UE-213520 | Spline workflows broken because construction script does not rerun when spline is edited |
UE-213410 | Offset Root Bone doesn’t copy pinned values |
UE-213603 | UE5.4 - Windows - RHI Validation Failed for WaterInfoTexture_8 and 9 |
UE-213346 | PPM Chain Graphs Issue with packaged builds. |
UE-213882 | Texture readback node can trigger loads of RenderDoc captures when running UE with RD attached |
UE-212814 | Layered Control Rigs: Constraining IK hand to a baked cube is not working… |
UE-212941 | Looping subframe sequences don’t loop |
UE-211986 | ToString() from a StringTable entry now returns |
UE-211963 | DMX - Individual search field for patches can’t be reverted and are breaking the UI |
UE-213413 | [5.4.2] Ensure occurs when changing a State Tree Parameter to type string. |
UE-213406 | Unnecessary warning LogChaosCloth: Warning: Invalid pattern data. Num pattern indices 0 != Num welded indices… for all SKM cloth |
UE-213555 | (5.4.2) Subtrees with Enter Conditions will not execute |
UE-213813 | Pull down lists in Composure fail. Not able to make a comp with any transform passes. |
UE-213668 | [PCG - 5.4.2] The Static Mesh Spawner node does not set the bounds correctly when run in a reuse case |
UE-213689 | Crash processing Assets in UAvaFontManagerSubsystem::OnAssetsAdded |
UE-214147 | Retargeter freezes after editing retarget pose |
UE-214145 | Fix crash when IK Retargeting old animation (prior to 5.0) |
UE-214224 | Disable reporting scope for StallDetector |
UE-214150 | Chaos Cache: playing a destruction cache overrides the kinematic dynamic state set by the cache adapter |
UE-214114 | [PCG] SplitPoints node breaks metadata on application (5.4) |
UE-214094 | Material Designer Crash with Blend Mode Change |
UE-214270 | Editor GPU crashes do not include GPU breadcrumbs in crash report |
UE-214290 | Cloth Asset fails to load correctly in editor |
UE-214837 | Deformer graph anim attribute node does not react to details panel changes, including name change and pin addition |
UE-215583 | [5.4.2] Crash in Edit Materials tool when changing brush size |
UE-215584 | [5.4.2] Paint Maps: Crash trying to change brush radius |
UE-214663 | Render Indirect Capsule Shadows + Lumen HWRT artifact |
UE-214332 | Serialized Blueprints containing MIDs do not load correctly in packages. |
UE-214293 | Cloner updating material property on attached actor should update preview |
UE-214539 | [CrashReport][Crash] UnrealEditor-Engine!IWorldPartitionActorLoaderInterface::ILoaderAdapter::IsLoaded() [Engine/Source/Runtime/Engine/Private/WorldPartition/WorldPartitionActorLoaderInterface.cpp:98] |
UE-214607 | OnComponentHit events not dispatched on dedicated server with UE 5.4.1 |
UE-214485 | [CrashReport] UnrealEditor-D3D12RHI!FD3D12DynamicRHI::LockBuffer(FRHICommandListBase &,FD3D12Buffer *,unsigned int,EBufferUsageFlags,unsigned int,unsigned int,EResourceLockMode) [Engine/Source/Runtime/D3D12RHI/Private/D3D1… |
UE-214736 | [CrashReport][Crash] UnrealEditor-WorldPartitionEditor!static void GatherLoadedActorsBounds(class TArray<FBoundsWithVolume,TSizedDefaultAllocator<32> > & const, const class FWorldPartitionActorDescInstance *, const class UActorDes… |
UE-214209 | [PCG] Tag parsing in the level to asset export does not work for non-boolean types (5.4) |
UE-213744 | Stabilize Undo in Modular Control Rig - 5.4.2 |
UE-213735 | Renaming modules affects other modules not related - 5.4.2 |
UE-213788 | Static Analysis is incorrectly not run when building for -SingleFile |
UE-213681 | Ensure condition failed: !GIsTransacting ScopedTransaction.cpp ensure when undo/redo of copy/pasting of binding |
UE-213972 | [PCG - 5.4.2] Copy Attribute on Points is not working when copying an attribute into another |
UE-194931 | CitySample - When Crumpling the Hood of a Car the Hood Clips into the Engine Block |
UE-213910 | Cook error (Content is missing from cook) raised when cooking deep blueprint hierarchy |
Fixed in 5.4.3
Issue | Summary |
---|---|
UE-214640 | XR - ISR - Moveable objects shadows such as the cube and gun appear in incorrect locations in VRPie and Windows Packages |
UE-214649 | [CrashReport][Assert] UnrealEditor-RenderCore!FShaderDiagnosticRemapper::GetRemapData(int) [Engine/Source/Runtime/RenderCore/Private/ShaderPreprocessTypes.cpp:133] |
UE-214486 | [CrashReport] UnrealEditor-Engine!FWorldPartitionReferenceImpl::DecRefCount(FWorldPartitionActorDescInstance *) [Engine/Source/Runtime/Engine/Private/WorldPartition/WorldPartitionHandle.cpp:290] |
UE-213979 | [CrashReport] UnrealEditor-AssetRegistry!FPathTree::RemovePath(FName,TFunctionRef) [PathTree.cpp:96] |
UE-213989 | [Mac] Assorted GPU crashes |
UE-212778 | Wires to PCG nodes with translated properties are cut |
UE-211803 | Uncontrolled CL : default uncontrolled cl does not appear |
UE-214509 | MPCook: Log messages from cookworkers are not sent to stdout and are not recorded in the list of errors and warnings at the end of the cook |
UE-214541 | Migrating Open World level to another project results in World Partition crash. |
UE-214822 | [PCG] PCG Volume not working when brush set to no collision |
UE-214396 | [PCG] Can’t derive from UPCGLevelToAssetExporter in BP |
UE-212448 | Windows are all under a log section in asset editors |
UE-216735 | LoadingScreen by MoviePlayer doesn’t support Material in UE5.4 |
UE-216306 | Android Vulkan debug markers broken in development builds |
UE-216233 | Switch and Multi-Select nodes with Enums are breaking connections when language changes |
UE-216274 | [PCG] PCGActorHelper delete actor issues |
UE-216234 | [PCG] Incorrect warning on ‘Get Spline Data’ node when creating PCGLandscapeSplineData |
UE-215119 | Incorrect landscape bounds computation can lead to severe performance issues / flicker |
UE-215048 | Crash when locate_bound_objects is called |
UE-215113 | Fatal Error Encountered when Packaging Mac for Distribution |
UE-215591 | RayTracingGeometry.UpdateRHI(); crashes at checkf BuildParams.IsEmpty() |
UE-215479 | Failure to compile Material /Composure/Materials/Output/M_SrgbToLinear.M_SrgbToLinear in UE 5.4.x |
UE-215210 | Crash when opening a sequence in Take Recorder |
UE-215014 | Cached camera component on LevelSequencePlayer is null |
UE-213640 | Datasmith exporter 5.4 can crash Archicad 26 and 27 |
UE-214236 | [PCG] Fix issues with caching in partitions with the spline and volume sampler (5.4) |
UE-199677 | Datasmith Export error Archicad 27 |
UE-215085 | RigVM: ignore block from block combination hash |
UE-214907 | Crash when lowering the number of LODs |
UE-215411 | Delete Graph crashes the Engine |
UE-216749 | Crash when using vertex painting |
UE-215525 | GitHub 11914 : [MultiPlayerTesting][VRPreview]: All windows should have border |
UE-218037 | Crash with Open In Take Recorder 5.4.3 |
UE-215359 | The limits on rotators are being applied correctly |
UE-214884 | Assertion failed: InDecoder != nullptr [File:D:\build++UE5\Sync\Engine\Source\Runtime\AudioMixer\Private\AudioMixerSourceBuffer.cpp] |
UE-217483 | 5.4.3: Bump the version number for DS exporters and UE standalone installer |
UE-215556 | XR -ARKit - Tracked Planes are not attached to the real world objects when moving the camera around |
UE-217572 | Crash on SActorPaletteViewportToolbar::GenerateShowMenu |
UE-212373 | Dynamic Possession doesn’t seem to work in UE 5.4 in UMG |
UE-215198 | Fixes crash in intel arc GPU with vulkan |
UE-215865 | Disable Metal Heaps |
UE-214612 | Groom not rendering with binding asset error |
UE-211801 | [Crash Report] UnrealEditor-Renderer!TShaderRefBase<FHWRasterizeMS,FShaderMapPointerTable>::GetMeshShader() [Shader.h:1091] |
UE-214827 | PackedLevelActors are not updated when changing some properties |
UE-215092 | MemoryWriter.h File causes build errors |
UE-218296 | Fixing dedicated server crash on startup related to setting - gc.UseDisregardForGCOnDedicatedServers |
UE-216063 | Visual Studio .uproject support does not quote build commands when generated by UBT |
UE-215131 | UE freezes indefinitely when trying to flatten a Landscape on a Silicon Mac |
UE-216285 | High Perf Cost for Sky/Cloud/Fog with Alpha Enabled but Holdout Disabled |
UE-216043 | Add new 2024 iPad devices to the BaseDeviceProfiles ini |
UE-215554 | With AFS plugin enabled the application does not start during the Quick Launch process on Android 8 device |
UE-218196 | [PCG] Runtime generation on game server can crash |
UE-216557 | RigVM: Reentry evaluation causes compiler failure |
UE-218265 | PCG Runtime Cleanup in Standalone Game |
UE-216692 | Editor crash when r.Shaders.Optimize=0 |
UE-210825 | Content Examples - Crash when opening Niagara_Fluids level |
UE-215114 | Rendering artifacts on skeletal meshes while r.SkinCache.RecomputeTangentsParallelDispatch is enabled |
UE-214928 | DMX - Crash when adding certain MVR files a 2nd time to the project |
UE-215833 | DMX - GDTFs imported via MVR don’t show in the content browser |
UE-215283 | Get ExtractRootTransformFromAnimationAsset() into 5.4.x release |
UE-214740 | Can’t change the Wildcard Value of a Set Animation Attribute node to a Float from dropdown menu |
UE-214990 | [Gauntlet] TargetDeviceAndroid.IsActivityRunning() is searching for ‘mResumedActivity’ when determining if the app is running in the foreground |
UE-216620 | The user experienced a crash opening a project using Nanite |
UE-209584 | Quick Launch of BluePrint projects fails on Mac |
UE-218069 | Textures With Missing Mips Not Rebuilding Correctly In Editor |
Fixed in 5.4.4
Issue | Summary |
---|---|
UE-213979 | [CrashReport] UnrealEditor-AssetRegistry!FPathTree::RemovePath(FName,TFunctionRef) [PathTree.cpp:96] |
UE-220701 | Fix crash when IK Retargeting old animation (prior to 5.0) |
UE-220438 | Ensure in FindOrCreatConstraint and missing collisions |
UE-220079 | Values not computing when connected to a branch node and to another block |
UE-220111 | Constraints: Spawnable MH and Constraints not working. |
UE-220232 | Sequencer: Control Rig: Control Rig’s require ULevelSequence instead of UMovieSceneSequence |
UE-220463 | Missing Steam Deck script files from Unreal Engine Release |
UE-221294 | Crash when attempting to switch visibility on a particle during the unloading process in Chaos Visual Debugger |
UE-220391 | The scripts we ship for PS plugin point at the old PSInfra repo |
UE-220627 | README files for Mover, GAS, and Network Prediction are missing from distributed UE builds |
UE-220346 | Crash in PlayReverse |
UE-221212 | Pixel Streaming crashes when no audio device is found |
UE-218250 | Vulkan - Lens_DepthOfField_Circle fails with critical error |
UE-220454 | Switchboard connection and performance issues |
UE-220350 | Sequencer Root motion breaks down when using SwapRootWithActor, translation track and transform origin actor |
UE-218912 | GitHub 12055 : Fix OpenXR Android standalone app might encoutner deadlock and stuck in InitHMDs while launching app. |
UE-221324 | Unable to Generate Project Files on MacOS Sequoia and Xcode 16: Platform Mac is not a valid platform to build. Check that the SDK is installed properly and that you have the necessary platorm support files (DataDrivenPlatformInfo.ini, SDK.json, etc). |
UE-219577 | Updates for Android 14 compatibility with TargetSDK 34 |
- RegisterReceiver changes
- Receiver exports in manifest
- Update GooglePAD to latest PlayCore (note: this requires changes to logic for ShowConfirmationDialog!)
- Update billing library to 6.0.1|
|UE-221566|Linux builds are missing toolchain in 5.4.4|